ADVANCED ANIMATION ✿ PROJECT 2: JUMP ANIMATION ✿

ADVANCED ANIMATION ✿ PROJECT 2: JUMP ANIMATION ✿

24.09.24 - .0.24
week 1 - week 4

✿ TAN JIA JIA 0350577 ✿

Bachelor of Design (Honours) in Creative Media




✿ LECTURE ✿

Please refer to Exercises.

✿ INSTRUCTION ✿

Figure 1.1 MIB of Advanced Animation

✿ PROJECT 2: JUMP ANIMATION ✿

For Project 2, my task is to create a cartoon jump animation. I will start by exploring and understanding the provided rig to familiarize myself with its controls. Next, I will search for image or video references showcasing a jump action, focusing on identifying the key poses such as neutral, anticipation, push-up, jump (on-air), contact (landing), overshoot, and recovery. These poses will serve as the foundation for my animation. After analyzing the references, I will set up my Blender project with a resolution of 1280 x 720 (HD) and a frame rate of 24fps.  

Using the references, I will animate the jump sequence by keyframing the extreme poses, emphasizing exaggerated movements to achieve a cartoony look with clear silhouettes. I will apply variation in timing to create a dynamic flow and use moving holds to add clarity to the action. Throughout the process, I will focus on ensuring the animation has appeal, clarity, fluidity, flexibility, and a strong sense of exaggeration to capture the cartoony style.  

Once the animation is complete, I will light the scene and render it as an image sequence in .png format. I will then import the image sequence into Adobe Premiere or a similar editing software, label the animation as "Cartoon Jump Animation," and compile it into a video reel. Finally, I will export the animation in .mov format with the required settings and name it according to the project guidelines. This project will help me refine my animation skills while exploring dynamic and expressive movements.


1.0 RESEARCH

Before starting the animation, I spent time researching jump animations on the internet. I watched various videos and studied references to better understand the key poses, movements, and timing involved in creating a realistic yet cartoony jump sequence.

Making a character jump animation – Toby Collins
Figure 2.1 Jump cycle from Internet

A jump cycle is the sequence of poses that make up a complete jump, starting from the neutral stance to anticipation (bending knees), push-off (takeoff), the airborne phase (highest point), landing (absorbing impact), overshoot (slight bounce), and recovery (returning to neutral). Key principles include timing and spacing for natural motion, exaggeration for cartoony effects, a clear line of action to convey energy, and follow-through for secondary elements like arms or hair. The jump cycle combines key animation principles to create fluid and expressive movement.


2.0 DIGITALIZATION

After understanding the keyframes of a jump animation, I began following the tutorial demonstrated by Mr. Kamal in class. His explanation was clear and easy to follow, which made the process more manageable.

Figure 2.2 Screenshot process

First, I set up all the keyframes for the jump animation. Once that was completed, I began adjusting the timing between the keyframes to ensure smooth and natural motion.

Figure 2.3 First version

In the first version of my animation, the leg rotation and distance looked awkward. To fix this, I decided to revisit and adjust the leg movements for better accuracy and fluidity.

FINAL OUTCOME

Figure 2.4 Final Outcome


✿ REFLECTION ✿

Project 2 was a valuable learning experience that helped me deepen my understanding of jump animation and cartoony motion. At first, I struggled with keyframe setup and timing, but following Mr. Kamal's tutorial and analyzing references greatly improved my approach. By focusing on key poses like anticipation, push-off, and landing, I learned how to create exaggerated movements that conveyed energy and personality. Adjusting timing and correcting issues, such as awkward leg rotations, taught me the importance of refining details for fluidity and clarity. Overall, this project enhanced my animation skills and gave me confidence in creating dynamic actions.

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