Advanced Animation - Exercises
2 Sept 2022 - 30 Sept 2022 (Week 1 - Week 5)
Zetie Binti Bahaman / 0351297 / BDCM
Advanced Animation
Exercises
Week 1 - Lecture 1
Fluidity in Animation
Animation Quality
1.Fluidity:
-Timing & Spacing
-Slow In, Slow Out
-Arcs
Apply Methods
-Pose to Pose
LECTURES
Week 1 - Lecture 1
There were no lectures but a brief course introduction that included an overall view of the module.
3D SoftwareAdvanced Animation
-Modeling-Texture & Material (Shader)-Rigging-Animation-Rendering>Render Engine>Maya Software
A good animator:-Fluidity>Timing/Spacing (Slow In and Slow Out)/Arcs-Flexibility>Drag>Follow Through & Overlapping-Clarity:in terms of ideas>Secondary Actionin terms of emotion>Exaggerationin terms of visual>Staging/Timing
Week 2 - Lecture 2
Fluidity in AnimationThere were no lectures but a brief course introduction that included an overall view of the module.
3D Software
3D Software
Advanced Animation
-Modeling
-Texture & Material (Shader)
-Rigging
-Animation
-Rendering>Render Engine>Maya Software
A good animator:
-Fluidity>Timing/Spacing (Slow In and Slow Out)/Arcs
-Flexibility>Drag>Follow Through & Overlapping
-Clarity:
in terms of ideas>Secondary Action
in terms of emotion>Exaggeration
in terms of visual>Staging/Timing
Animation Quality
1.Fluidity:
-Timing & Spacing
-Slow In, Slow Out
-Arcs
Apply Methods
-Pose to Pose
2.Flexibility
3.Clarity
Size Resolution
High Definition (HD)
3.Clarity
Size Resolution
High Definition (HD)
-720p > (1280x720)
-1080p (Full HD) > (1920x1080) Height -- Camera Staging
Framerate
-Video>TV>25 fps
Framerate
-Video>TV>25 fps
-Film>24 fps
The more frames you have, the better the outcome for slow-mo shots. Hence, it's best to determine it earlier on.
Timing
As an animation, we should have a sense of timing to know how many drawings are required between Point A to Point B.
In Between Drawings:
- 1/2 second - slower action, more drawing
The more frames you have, the better the outcome for slow-mo shots. Hence, it's best to determine it earlier on.
Timing
As an animation, we should have a sense of timing to know how many drawings are required between Point A to Point B.
In Between Drawings:
- 1/2 second - slower action, more drawing
- 1/4 second - fast action, less drawing
3D animation: - use a graph editor to manipulate the spacing
Spacing
Even timing/spacing = constant speed
->This gives a linear line and makes the movement very mechanical (robot-like)
Instead, we are to:
-> Slow Out/Accelerate
-> Slow In/Decelerate
Arcs
In animation, object should move in arcs to show gravity pull except:
-no gravity (e.g. a ball moving to the left/right)
->This gives a linear line and makes the movement very mechanical (robot-like)
Instead, we are to:
-> Slow Out/Accelerate
-> Slow In/Decelerate
Arcs
In animation, object should move in arcs to show gravity pull except:
-no gravity (e.g. a ball moving to the left/right)
-single axis direction (e.g. a ball falling downwards)
-linear movement
Understand the Rig
Root
- Initial placement, size & rotation in the scene
*Note: We seldom animate this controller.*
Body
- Animate the position
Spin
- Animate the rotation
Squash & Stretch
- Push and pull
- One action at a time
Staging
- controlling what we want the viewers to see and convey ideas to them.
-linear movement
Understand the Rig
Root
- Initial placement, size & rotation in the scene
*Note: We seldom animate this controller.*
Body
- Animate the position
Spin
- Animate the rotation
Squash & Stretch
- Push and pull
Week 3 - No lectures due to public holiday (Malaysia Day).
Week 4 - Lecture 4
Week 5 - Lecture 5
Clarity in Animation
- One action at a time
Staging
- controlling what we want the viewers to see and convey ideas to them.
Secondary Action
- support the main action to add more dimension
- must not overshadow the main action
Anticipation
- more realistic
Anticipation
- more realistic
- make it easy for the viewer to understand the next action
- lead the viewer's eye direction
Solid Drawing
Solid Drawing
Line of Action
Straight line - Static, monotonous, dull
S shape line - Standing pose -> more neutral
Imbalanced - to show action
Week 6 - Lecture 6
Walk Cycle Animation
Poses
1. Contact
2. Down
3. Pass
4. Up
5. Contact (Flipped Pose)
6. Down
7. Pass
8. Up
9. Contact (Same drawing as no.1)
Timing
Refer to Animator's Survival Kit, page 116
Natural Walk
1 Step -> 12 frames (Half a second)
Straight line - Static, monotonous, dull
S shape line - Standing pose -> more neutral
Imbalanced - to show action
Week 6 - Lecture 6
Walk Cycle Animation
Poses
1. Contact
2. Down
3. Pass
4. Up
5. Contact (Flipped Pose)
6. Down
7. Pass
8. Up
9. Contact (Same drawing as no.1)
Timing
Refer to Animator's Survival Kit, page 116
Animator's Survival Kit, page 116 |
Natural Walk
1 Step -> 12 frames (Half a second)
3 frames = 2D Animation
1 frame = 3D Animation
Methods of Animating Walk Cycle
1. On the same spot
2. Progressively moving forward
Method 1
Static
Methods of Animating Walk Cycle
1. On the same spot
2. Progressively moving forward
Method 1
Static
Mind the spacing of the feet
Method 2 (Easier)
Animate the camera moving together with the character.
Pose to Pose
Method 2 (Easier)
Animate the camera moving together with the character.
Pose to Pose
1. Start with contact (Extreme)
2. Flipped contact (Extreme)
Switch to 4 Viewpoints
Ctrl + Alt + Q
Week 2
Modes in Blender:
2. Flipped contact (Extreme)
Switch to 4 Viewpoints
Ctrl + Alt + Q
INSTRUCTIONS
EXERCISES
Week 2
Ball Rig Exercise
Modes in Blender:1.Object -
2. Edit - Shape the component
3. Pose Mode - to be able to select each component/ This mode is always used for animation.
Display arcs on the 3D viewport:
- Select body controller
- Property editor
> Motion Path > Frame Range (Start:1; End: 50) > Calculate - click to create
*Note: Every changes in the graph editor will not automatically adjust on the viewport. Always click on Update Path button for the changes to take effect.
Manipulating the Key and Graph Editor
2. Edit - Shape the component
3. Pose Mode - to be able to select each component/ This mode is always used for animation.
Display arcs on the 3D viewport:
- Select body controller
- Property editor
> Motion Path > Frame Range (Start:1; End: 50) > Calculate - click to create
*Note: Every changes in the graph editor will not automatically adjust on the viewport. Always click on Update Path button for the changes to take effect.
Manipulating the Key and Graph Editor
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Fig 1.0 Keyframes Manipulation |
Adjusting the spacing of the animation curve
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Fig 1.2 Adjusting the Graph Editor Curve |
Works In Progress in Blender
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Fig 1.3 Animation work in progress |
Final Outcome - Bouncing Ball Animation
Fig 1.4 Bouncing ball animation, MP4
Week 4
Bouncing Ball Exercise
Elasticity - Squash & Stretch
As we learned the basic keyframing in the previous week, now we are to apply the animation principle squash & stretch onto the bouncing ball animation.Steps (Squash Rig):
>move the position (squash or stretch)
>set keyframe
>click I to scale
Works In Progress
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Fig 1.5 Stretch |
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Fig 1.6 Squash |
Final Outcome - Bouncing Ball with Squash & Stretch, Tail
Fig 1.7 Bouncing Ball with Squash/Stretch/Tail
Animation Flexibility
Pendulum Animation
We are to animate the swinging pendulum and apply flexibility such as drag, follow through and overlapping. Through this process, we also learned to animate in different types of poses such as from one extreme to another. The in-between (breakdown pose) is key to flexibility.Work In Progress
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Fig 1.8 Pendulum |
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Fig 1.9,2.0 Before and After Adding Lights |
Final Outcome - Pendulum Animation
Fig 2.1 Final Exercise 2 - Pendulum Animation. MP4
Week 5
Clarity in Animation
Here are the steps to begin the exercise:
Import Reference Image
Object Mode>Add>Reference Image
2 Systems:
FK (Red) or IK (Green)
FK/IK Switch
- Slide from 1 to 0 to enable the FK mode.
- Slide from 0 to 1 to enable IK mode.
Steps:
Switch>Click the Rig>Move/Rotate accordingly
Rendering Process
Add Camera
Object Mode>Add>Camera
Toggle Camera Button>View>Lock Camera To View
Enable Lighting
Lighting>Click Eye
Emotion Pose Exercise
Using a ready-made character rig downloaded from Blender Studio,
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Fig 2.2, 2.3 - Character Rig Snow & Rain |
For this exercise, I used the character, Snow. We are to animate the character’ body and facial expression to depict the action and emotion of:
- Happy
- Sad
- Angry
- Scared
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Fig 2.4 Happy Pose Reference |
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Fig 2.5 Angry Pose Reference |
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Fig 2.6 Sad Pose Reference |
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Fig 2.7 Scared Pose Reference |
The first step is to determine the FK/IK switches. It plays a role in the movement of the character rigs.
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Fig 2.8,2.9 Getting familiar with the FK/IK switches |
Then reference image is added to ease the process along the way as we refer the action pose.
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Fig 3.0 Adding reference image |
Happy Pose
Attempts and Progress
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Fig 3.1, 3.2 Happy Smile WIP |
Based on feedback, I adjusted the smile of the character and changed the background to yellow lighting to express the happy emotion even more.
Final Render
Sad Pose
Attempts and Progress
Along the way, I struggled to depict the same pose as the reference photo. So I tested out variations of 'sad' poses.
Another hurdle was the finger gesture. I couldn't quite see clearly in detail the model photo's hand so this is merely on assumption and testing the gesture in real life on myself.
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Fig 3.0, 3.1 Revised Attempts for Happy Pose and Lighting Setup |
Final Render
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Fig 3.2 - 3.5 Happy Pose - Final Render |
Sad Pose
Attempts and Progress
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Fig 3.6,3.7 Sad Pose WIP |
Along the way, I struggled to depict the same pose as the reference photo. So I tested out variations of 'sad' poses.
Another hurdle was the finger gesture. I couldn't quite see clearly in detail the model photo's hand so this is merely on assumption and testing the gesture in real life on myself.
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Fig 3.8 - 4.1 Poses Variation and Finger Pose |
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Fig 4.2 Camera and Lighting Setup |
Final Render
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Fig 4.3 - 4.6 Sad Pose - Final Render |
Angry Pose
Attempts and Progress
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Fig 4.7 - 5.0 Angry Pose WIP |
The part of the hands are my weakness and something I need to polish my skills on.
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Fig 5.1, 5.2 Camera Setup and Lighting Test |
As for the lighting, I wanted to relate fire with anger so hence the colors I chose reflect that of orange, red, yellows
Final Render
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Fig 5.3 - 5.6 Angry Pose - Final Render |
Scared Pose
Attempts and Progress
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Fig 5.7, 5.8 Scared Pose WIP |
The pose for this emotion was tricky too as I struggled with the arching back and left leg.
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Fig 5.9, 6.0 Lighting Test |
I took a long time to settle with the lighting I want for this pose. Eventually, I added black color to my planes (background) and adjusted the position of the lights. The red spotlight aims to give focus on the wide eye scared expression.
Final Render
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Fig 6.1 - 6.4 Scared Pose - Final Render |
Final Exercise 3 - PDF Compilation
Fig 6.5 Exercise 3 Compilation - PDF
Links
FEEDBACK
Week 6Specific Feedback:
My pendulum animation is there but can be improved further. I am to fix my pendulum timing and spacing so that each movement will gradually transition smoothly.
Emotion Pose Exercise
- The smile is too over, I should fix it and utilize the ready to use features such as hand gestures, facial expressions for the character. I can also adjust my lighting (change colors etc) to represent the emotion, happy = brighter. Also, remove the harsh shadows on the character's shoulders.
REFLECTIONS
The exercises has helped me to gain experience and skills in Blender and overall 3D animation. It is still important to ensure that we include animation principles into 3D animation. For example, the bouncing ball animation looked more complete once the squash and stretch has been added in. Timing is also crucial, as well as, spacing to make our animation a lot more smoother.Attempting to create the poses were time consuming and hard even though we have been given several readymade poses to use. The fun part that I look forward to after each emotion pose is setting up the lighting and camera angles.
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