Advanced Animation - Exercise
INSTRUCTION
PROJECT 1 - EXERCISE
Exercise 1 - Bouncing Ball
In the first exercise, we are tasked with creating basic ball bouncing animation on blender. There will be several ball types to choose from which will bounce in a different way and we will have edit the timing and max bounce height according to how each ball bounce. The ball types we have to animate are: beachball, bowling, pingpong, soccer and a stretch ball (plain ball animation but apply squish and stretch).
Bounce description for each ball:
Beachball - Big and slower bounce
Bowling - Small and fast bounce
Pingpong - Big and fast bounce
Soccer - Moderate bounce
So for each of the ball, I animate them according to the description.
Here are all the animation for each of the ball types, including the ball stretch.
Beachball
Fig 1.1 Beachball
Bowling
Ping Pong
Soccer
Stretch and Squash
Exercise 2 - Pendulum Animation
Then I select the three joints of the pendulum and click on the armature and the hidden section of the 'Copy Rotation'.
Then, with the three joints still selected, I click on joints and to apply 'local' as a transform orientation. The last two joints will rotate according to the base joints this way and cause the pendulum to curl up.
From here, I will start planning out the movements of the pendulum. Usually animation can be planned out using onion skin feature but since this is a 3D animation, we will have to use the annotation feature to plan out the animation like so.
From here, it is the matter of adjusting the timing of the animation and apply overlapping and drag to the animation.
Once I'm done with the animation, I add in some background and lighting for the final rendering.
Just like what I did in the previous exercise, I render out photo into series of PNG images and compile them into blender's video editor and this is the result I've got.
Exercise 3 - Emotional Pose
For the third exercise, we are tasked with creating an emotional pose for the character. The purpose of this exercise to be familiar with posture to indicate the emotions of the character and learning how to pose a character rig.
In this exercise, we are using the character Snow provided by Blender. The download for the character model is provided here: https://studio.blender.org/characters/snow/v4/
The first thing we're going to do is to collect reference image for each of the assigned emotions: happy, fear, sad and anger.
From each of the Image Reference, we are to study their postures and draw the silhouette for each of the reference. From my previous knowledge, there are certain posture I have made changes in order to make the actions more clear, such as the fear posture and happy posture.
Once I have done with silhouette sketches, I insert each of the images onto blender as reference and then adjust the pose according to the silhouette.
Final Result
Fig 6.2 Presentation
REFLECTION
There are a few things came to mind when I look back on the exercises. The ball animation still looks a little off and is not optimal. It could be better. This is especially prominent in terms as the spin of the ball does not 'match' with the movements of the ball and the bounce seems rather fast.
The third exercise is also proven to be quite the challenge, especially due to the limitation of character model itself. In the reference image, the legs are raise a lot higher than the final result. This is due to the distortion in the lower end area that would look odd if Snow's leg is higher up.











Comments
Post a Comment