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.
Download any of these character rigs for the exercise:
Explore and understand the rigs.
Find image/video reference for vanilla walk and attitude walk.
Observe the reference. Spot the extreme poses for contact, down, pass and up.
Set a project with these settings:
Image size: 1280 x 720 (HD) or 720p
Frame rate: 24fps
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.
Animate in Blender an attitude walk with poses and timing is based on the analysis from the reference.
Light and render the animation into an image sequence. Use *.png format.
Import the image sequences using editing software like Adobe Premiere.
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 |

Comments
Post a Comment