Advanced Animation - Exercise

Film Studies and Cinematography
20.4.2025
Johnny Lam Wee Zhe (0363436)
Bachelor of Design in Creative Media

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

Fig 1.2 Bowling
 

Ping Pong

Fig 1.3 Ping Pong
 
 

 Soccer

Fig 1.4 Soccer
 

Stretch and Squash

Fig 1.5 Squash and Stretch
 
 Note: The above animation I have made is actually my second attempt in doing the exercise. I misunderstood the assignment and is unaware of that only a selection of ball types and has animate: basketball, bowling, soccer, striped ball and tennis. Due to some sort of rendering issue, the balls are render without depth as well as being vweyr choppy. Here is an example of one of the animation:
 
Fig 2. Sample of Old Animation
 

Exercise 2 - Pendulum Animation

For the second exercise, we are tasked with creating and forming animation in a form of swing. We are to study how pendulum swings and then execute it. First, I apply the movement to the base of the pendulum.
 
Fig 3.1 Moving the base of the pendulum
 

Then I select the three joints of the pendulum and click on the armature and the hidden section of the 'Copy Rotation'.

 
Fig 3.2 Hiding '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.

 
Fig 3.3 Using annotation to plan out animation

From here, it is the matter of adjusting the timing of the animation and apply overlapping and drag to the animation.

 
Fig 3.4 Adjusting the timing

 Once I'm done with the animation, I add in some background and lighting for the final rendering.

 
Fig 3.5 Adding a background to the pendulum

 

 
Fig 3.5 Adding a lighting to the pendulum

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.

 

 
Fig 3.6 Final Result

 

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.

 

 
Fig 4.1 Image Reference

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.

 

 
Fig 4.2 Posture Changes

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.

 
Fig 5.1 Reference Posture

 

 
Fig 5.2 Adjusting posture using settings tab

Final Result

 
Fig 6.1 Emotional Expression Pose 
 

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.

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