Animation Fundamentals-Project 2

Week 4 - Week 7 

 24May  2025 - 18June2025

QIULIHUA/0365036


Animation Fundamentals / Bachelor of Design (Honours)in Creative Media

Project 2——Animation Fundamentals



INSTRUCTION


LECTURE

week 8:


1. Two traditional animation techniques
Pose to Pose
The animator first draws the key frames (Key Poses), and then gradually adds transition frames (in-betweens).

Advantages: easy to plan and control rhythm and action structure.

Keywords:

  • Key
  • Extreme
  • Breakdown
  • In-between
  • Straight Ahead

Drawing one frame at a time from the starting point of the action makes the action more natural, smooth and dynamic.

Disadvantages: It is difficult to control the volume and rhythm, and it is not easy to modify.

2. Animation rhythm and tailing action principle
▶ Follow Through
After the main body of the action stops, the attached parts (such as tail, hair) stop with a delay, creating a sense of reality.

Example: The tail and cape continue to move after the main body stops.

▶ Overlapping Action
Different parts of the body start and stop at different times, creating natural delays and flexibility.

3. Pendulum Animation
Shows how to simulate natural shaking: arms swinging, tail trailing.

The action draws an "arc" and follows the inertia of gravity.

Observe the "tail delay" and "segment delay" of the swing.









Project 2A - 
Walk Cycle

1. Create a project in Adobe Animate. Set the setting as 24fps, 16:9 aspect ratio with 1280 x 720 (HD720p) resolution.
3. Using the same character that you did in Project 1, animate the rough animation of that character, walking in the same spot at the side view. The rough animation  process should be using basic form and sketchy stroke.
4. The animation should show the quality of being appealing, fluid and flexible which you have mastered in the previous exercises.
Output the rough animation as video with any of these format, *.mp4 format or quicktime *.mov.



Before this, I watched the walking animation examples that the teacher gave us, and found that the walking height of the characters was not kept at the same level. The walking posture of the person changed the walking height of the character, so that the animation drawn could be more vivid.

Fig 1.0  example video

In order to better reflect the character's walking animation, I first drew a draft of each frame of the action on Photoshop.


Fig 1.1 Walk Cycle Draft
Then I imported the image into Adobe Animate as a rough draft and created the bottom line to represent the ground, and the cyan line above was to determine the walking range of the character.

Fig 1.2 Walk Cycle Draft

I moved each action to one screen.

Walk Cycle:


During class, the teacher checked our homework. He asked me to delete the extra action frames and only keep a few walking frames. He also showed me how to lift the toes when the character walks and pointed out our mistakes. The character's feet need to be connected according to the different actions of each frame, so that the animation will be more coherent.

I modified my exercises based on the feedback from the teacher.


Fig1.3 Walk Cycle process



Walk Cycle  Draft:



Walk Cycle Line Art:


Walk Cycle :




PROJECT 2B: JUMP ANIMATION

  • Create a project in Adobe Animate. Set the setting as 24fps, 16:9 aspect ratio with 1280 x 720 (HD720p) resolution.
  • Using the same character that you did in Project 1 (Progression 1), animate the rough animation of that character’s jump animation
  • The animation should show the quality of being appealing, fluid and flexible which you have mastered in the previous exercises.
  • Output the rough animation as video with any of these format, *.mp4 format or quicktime *.mov.
  • Create tie down drawing using a cleaner stroke.
  • Output the Tie Down animation as video with any of these format, *.mp4 format or quicktime *.mov.

First, I drew a rough draft of the character jumping to determine the shape and approximate position of the character.

Fig1.4 jump animation process
According to the feedback from the teacher last time, I paid special attention to the continuity of the character's feet this time.

After finalizing the rough draft, I started drawing the characters I would use in Project 1.

Fig1.5 jump animation process


JUMP ANIMATION DRAFT:


JUMP ANIMATION :






FEEDBACK

week 9:
General Feedback: The teacher thinks that my walking animation needs to be modified

Specific Feedback:When the character walks, the feet are not flat. In certain walking movements, the feet are bent and supportive. You don't need to draw too many movements in your walking animation. These are redundant. Just keep the important movements. Also, the character's feet should be connected together, so that the animation is more coherent.






























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