Advanced Animation - Exercises
24.09.2024 - .2024 (Week 1 - Week 14)
Low Li Vern/ 0362678
Advance Animation / Bachelor of Design (Honours) in Creative Media
Exercises
Ping Pong Bouncing Ball Progress :
For the ping pong ball animation, I made the ball bounce quickly with smaller and faster bounces each time it hits the ground. The height reduces with each bounce to show it losing energy, making it look realistic and light.
In Blender, I animated the beach ball bounce by creating smooth arcs and setting keyframes for the motion. For the first bounce, I used 27 frames to go down and 39 frames to reach the top of the arc, showing a slow, light motion since the beach ball is bouncy and soft. The second arc is smaller, with the ball landing at frame 51 and going up to frame 61. Each bounce gradually gets smaller, with fewer frames and lower heights to show the ball losing energy. By the fourth and fifth bounces, the arcs are very close to the ground, ending around frame 126. This creates a realistic, soft beach ball bounce with smooth motion.
First, I started by finding some references online to observe how the
ball stretches and squashes in different keyframes. I applied the
technique taught by Mr. Kamal, focusing on maintaining the volume of the
ball while stretching it during its fall and squashing it at the contact
points. Next, I created the bouncing ball animation, carefully adding
keyframes to show the ball stretching as it moves quickly in the air and
squashing when it hits the ground. This technique helped make the
animation look more dynamic and realistic.
After receiving feedback from Mr. Kamal, he pointed out that the
ball on keyframe 26 looked a bit weird due to excessive stretching
and its direction. I adjusted the ball to have less stretch at that
frame, ensuring it looks more natural, and I also corrected the
direction slightly to the right. These changes made the animation
flow smoother and improved the overall realism of the ball's
movement.
First, I animated the main object to move smoothly from one side of the screen to the other. I ensured that the three circles representing the joints were set to their individual origins so that each joint could rotate independently
After receiving feedback from Sir on my pendulum movement, I
realized that the keyframes for the pendulum's motion were
incorrect. I adjusted and redid the keyframes to ensure the pendulum
swung more naturally, showing proper drag, overlap, and
follow-through. This correction made the animation smoother and more
realistic.
2. Sad Progression
4. Scared Progression
Low Li Vern/ 0362678
Advance Animation / Bachelor of Design (Honours) in Creative Media
Exercises
INSTRUCTIONS
LECTURES
Week 2
Forward Kinematics (FK):
- FK allows you to rotate each bone individually in a chain, from the root to the tip.
- You control each bone’s rotation directly, and the movement of child bones is influenced by the parent bones.
Use case: FK is great for actions where you need smooth, precise,
and flowing motions, like rotating an arm from the shoulder. It is
often used when animating arcs, like swinging an arm or leg.
Inverse Kinematics (IK):
- IK allows you to move the end of a bone chain (like a hand or foot), and Blender calculates how the other bones (like the arm or leg) should rotate to reach that position.
- Instead of rotating each bone individually, you can simply move the target (usually the foot or hand), and the bones will follow accordingly.
EXERCISE 1 : Bouncing Ball Animation
Our first exercise is to create a bouncing ball animation, this
time incorporating specific properties for each ball type: soccer
ball, ping pong ball, bowling ball, beach ball, and a
squash-and-stretch ball.
1. Download ball rig for the exercise:
2. Explore and understand the rigs.
3. Find image/video reference for these bouncing ball:
- Soccer ball - https://www.youtube.com/watch?v=01cm7H1QoJg
- Ping Pong - https://www.youtube.com/watch?v=gTsx5eW2eLU
- Bowling ball - https://www.youtube.com/watch?v=DTz_5quG_ig
- Beach ball - https://www.youtube.com/watch?v=s74P1ejubEA
- Squash and Stretch ball
4. Plan the ball movement by drawing it on a paper.
5. Observe the difference of each ball's physical property
(soccer, ping pong and bowling) and its weight.
Analyse how does it affect:
- The timing and travel distance of each bounce (Contact pose to Contact pose)
- The overall timing that determines the number of bounces.
- The height of each Up pose when it bounces.
6. Set the animation setting:
- Image size: 1280 x 720 (HD) or 720p
- Frame rate: 24fps
Animate each ball base with the correct:
- Timing
- Spacing (Slow in and Slow out)
- Arcs
Soccer Bouncing Ball Progress :
For the football animation, we completed it in class with Mr.
Kamal during week 2. We learned how to insert keyframes, position
the ball, and adjust the arcs using the graph editor.
Fig 1.1 Keyframes of soccer ball
To create this bouncing ball animation in Blender, I added
keyframes to animate the ball’s position along the Z and X axes.
Using the Graph Editor, I adjusted the arcs to create a smooth,
realistic bounce, with each bounce decreasing in height to
simulate energy loss. Finally, I ensured the ball aligned with the
floor for accurate contact points, resulting in a natural and
believable motion.
Fig 1.2 Render Soccer Ball
To make the scene more visually appealing, I added a background
image of a football stadium to create a realistic environment.
Then, I included lighting to enhance the overall look, ensuring
the ball and platform were well-lit and stood out. This
combination of lighting and background gives the animation a more
dynamic and professional appearance.
Fig 1.3 Soccer Ball Animation
Ping Pong Bouncing Ball Progress :
Fig 2.1 Keyframes of Ping Pong
For the ping pong ball animation, I made the ball bounce quickly with smaller and faster bounces each time it hits the ground. The height reduces with each bounce to show it losing energy, making it look realistic and light.
I adjusted the timing to make the first part quick, giving the
ball an energetic start. In the middle section, I slowed down the
keyframes to emphasize the ball’s gradual loss of momentum. For
the final part, I placed the keyframes closer together to show the
ball slowing down and settling naturally. This timing variation
adds realism and makes the animation flow smoothly.
Fig 2.3 Ping Pong Animation
Bowling Bouncing Ball Progress :
Fig 3.1 Keyframes of Bowling Ball
I animated the bowling ball bounce by carefully placing
keyframes to reflect its heavy weight and minimal bounce. I
started with a fast drop to emphasize gravity, followed by
small, quick bounces that gradually lose height and momentum.
The keyframes are positioned close together, with low arcs to
show the ball's heaviness. I also added subtle Z rotation for a
rolling effect as the ball settles on the surface. The
Graph Editor helped me adjust the timing and spacing for
a realistic and grounded motion.
3.2 Graph Editor
For the first arc, I used 10 frames for the ball to move from
contact to "up" and another 10 frames for it to return to contact.
In the second arc, I reduced the frames to 5 up and 5 down,
showing a significant decrease in both height and duration to
emphasize the ball losing energy. Starting from the third arc, I
further decreased the height and kept the timing short to simulate
the ball settling quickly. The ball bounces 4 times in total, with
each bounce becoming smaller and closer together, effectively
capturing the realistic behavior of a heavy bowling ball.
Fig 3.3 Bowling Ball Animation
Beach Ball Bouncing Ball Progress :
Fig 4.1 Keyframe of Beach Ball
In Blender, I animated the beach ball bounce by creating smooth arcs and setting keyframes for the motion. For the first bounce, I used 27 frames to go down and 39 frames to reach the top of the arc, showing a slow, light motion since the beach ball is bouncy and soft. The second arc is smaller, with the ball landing at frame 51 and going up to frame 61. Each bounce gradually gets smaller, with fewer frames and lower heights to show the ball losing energy. By the fourth and fifth bounces, the arcs are very close to the ground, ending around frame 126. This creates a realistic, soft beach ball bounce with smooth motion.
Fig 4.2 Beach Ball Animation
Squash and Stretch ball Progress :
Fig 5.1 Squash and Stretch ball Progress
Fig 5.2 Squash and Stretch ball Feedback
Fig 5.3 Squash and Stretch ball Redo
I reworked the squash and stretch on the part that looked weird, as
mentioned in the feedback, and adjusted it to look more natural.
After making the changes, I rendered it out again to ensure the
animation flows smoothly and looks better overall.
Fig 5.4 Squash and Stretch ball Animation
EXERCISE 2: PENDULUM ANIMATION
1. Download pendulum rig for the exercise:
2.Explore and understand the rigs.
3.Animate the pendulum main object moving from left to right on
the screen and swing to show drags, overlapping and follow
through.
4.The believability is based on speed of the main action and how
the tail is reacted through its flexibility attributes.
5.Set the animation setting:
- Image size: 1280 x 720 (HD) or 720p
- Frame rate: 24fps
6.Animate the pendulum swing with the correct:
- Drag
- Overlapping
- Follow Through
In the next exercise, we are tasked with animating a pendulum. The
main object will move from left to right across the screen while
the pendulum swings. This exercise focuses on demonstrating the
principles of drag, overlapping action, and follow through to
create a realistic and smooth motion. These techniques will help
show how the pendulum lags behind the main object's movement and
gradually settles into place, adding weight and fluidity to the
animation.
Fig 6.1 Pendulum Progress
First, I animated the main object to move smoothly from one side of the screen to the other. I ensured that the three circles representing the joints were set to their individual origins so that each joint could rotate independently
Fig 6.2 Pendulum First Attempt
Fig 6.3 Pendulum After Feedback
Fig 6.4 Pendulum Animation
EXERCISE 3: EMOTION POSE
For this exercise, we are to find image references for action
poses that expresses these emotions :
- Happy
- Sad
- Angry
- Scared
First, I looked up image references on Google and studied them by
tracing over their silhouettes to find the line of action for each
pose. I then worked on creating the poses in Blender, ensuring they
had clear and dynamic shapes.
After choosing the reference pose, I started posing in Blender. I
began with the happy pose, closely following the reference while
adjusting some details to give the pose a stronger sense of movement
and flow. This helped make the character look more dynamic and
expressive.
1. Happy Progression
Fig 7.1 Happy Progression
Fig 7.2 Happy Side Progression
Fig 7.3 Happy Facial Progression
2. Sad Progression
Fig 7.4 Sad Progression
Fig 7.5 Sad Hand Progress
3. Angry Progression
Fig 7.6 Angry Progression
Final Outcome :
REFLECTIONS
For Exercise 3, I had the task of creating poses that express various emotions which is Happy, Sad, Angry, and Scared. I really enjoyed this exercise because it allowed me to experiment with different emotional expressions. Using Blender to pose the character was fun, and I especially liked playing with lighting to emphasize each emotion with different colors. This exercise has given me a deeper understanding of how body language conveys emotion, and I look forward to applying these skills in future projects.
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