Advanced Animation—project1

Week 1 - Week 15


22 April  2026 - 21 July 2026


QIULIHUA/0365036



Design Research Dissertation / Bachelor of Design (Honours)in Creative Media

Advanced Animation


INTRODUCTION


EXERCISE 1: BOUNCING BALL ANIMATION

My task is to create a smooth and realistic bouncing ball animation using the provided sphere models. The goal is to explore timing, spacing, trajectory, and physics properties to showcase the unique characteristics of each sphere.

bowling:

First, I referenced the spacing, arc, and physical properties of the bowling balls, and then used Blender to edit them. To better determine the ball's descent time, I used keyframes in the timeline, which made it easier for me to confirm the ball's spacing later.

fig1.0 Bowling process


fig1.1 Bowling process

ping-pong ball :

I observed that because the ping-pong ball is relatively light, it has a large range of motion. The red trajectory line is the bouncing path "hit" step by step using keyframes. The core is to simulate the physical laws of gravity and decaying bounce, with the height of each bounce decreasing and the time interval shortening.


Fig 1.2 ping-pong ball process


Beach ball:

I noticed that beach balls are quite light, almost like balloons, so I focused on the curve editor, a key tool for adjusting the movement rhythm, to make the beach ball's bounce feel more "light and floating."


Fig 1.3 Beach ball process

Soccer:

I have observed that a soccer ball's bounce follows three core principles: the descent is an accelerating motion, the ascent is a decelerating motion, and the height of each bounce gradually decreases.


Fig1.4 Soccer process

EXERCISE 2: BALL WITH TAIL ANIMATION

For this exercise, we need to work on this project using the end file that the teacher sent us.

Fig 1.5  ball with tall process


First, I modified the image size according to the teacher's requirements and added a face as the ground of the image.


Fig 1.6 Image Size


Fig1.7 added a face

Then, we began creating the animation, utilizing the knowledge of sphere jumping from the previous lesson.








EXERCISE 3: EMOTION POSE



https://www.canva.cn/design/DAHKBDCGUb4/mrWuqdI0uMC7yq4I3BnZzQ/edit?utm_content=DAHKBDCGUb4&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton


Project 1 - Walk Cycle

Objective:
You are tasked with creating a natural and dynamic walk cycle animation using provided character rigs. The goal is to develop a vanilla walk and an attitude walk, focusing on timing, spacing, poses, and fluidity to achieve a believable and engaging animation. This project will enhance your understanding of character movement, weight distribution, and how subtle changes in timing and pose can convey different attitudes.


  1. Download any of these character rigs for the exercise:

  1. Explore and understand the rigs.

  2. Find image/video reference for vanilla walk and attitude walk.

  1. Observe the reference. Spot the extreme poses for contact, down, pass and up.

  1. Set a project with these settings:

    1. Image size: 1280 x 720 (HD) or 720p

    2. Frame rate: 24fps

  2. Animate in Blender a vanilla walk animation, walking forward with natural speed (2 steps a second) using pose to pose animation for the main action and straight ahead for getting the flexibility.

  3. Animate in Blender an attitude walk with poses and timing is based on the analysis from the reference.

  4. Light and render the animation into an image sequence. Use *.png format.

  5. Import the image sequences using editing software like Adobe Premiere.

  6. Label each animation clearly as “Vanilla Walk” and “Attitude Walk” respectively and compile both as one reel and output it as a compilation video.



根据老师所发的要求,我们需要做两个形态的走路动画,首先,我先完成了第一部分的动画,Vanilla Walk

Fig 1.0 Vanilla Walk

Based on the character's walking posture, I set keyframes for each step, breaking down a complete walking loop into several key nodes at frames 12-24-36-49. I also added keyframes for the main posture at frames 12, 24, 36, and 49, corresponding to the four core actions: front foot landing, lowering the center of gravity, raising the center of gravity, and changing steps. At the same time, I used the preset hand posture library in the lower panel to change the character's hand movements to an open mode, making the character's arms swing more delicate and getting rid of the monotonous swinging motion.

Fig 1.1 Vanilla Walk

Furthermore, the curves were adjusted to make the figures more flexible and regular.


Attitude Walk

Because the animation features exaggerated character movements with large amplitude, I changed the character's walking posture, making them raise their hands while walking and exaggerating their gait.


















Comments