Advanced Animation— PROJECT 1

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


Project 1 - Walk Cycle

As per the teacher's instructions, we needed to create two walking animations. First, I completed the first part of the animation.

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.

Fig 1.2Blender curve adjustment
The simple action task required changing the lines where the character was lying. Based on the teacher's feedback, I made the final modifications to Vanilla Walk.
Fig 1.3 Blender curve adjustment

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.


Fig 1.4 Attitude Walk


Because I didn't realize that the character's steps needed to follow the previous step when creating the Attitude Walk, the character's steps slid backward while walking. I need to change this and make it stay the same.

Fig 1.5 Step modification

Furthermore, I modified the range of motion of the hand movements to make them smoother and more exaggerated.

Fig 1.6 Modification process

Then, use the same trajectory to change the foot plane to 0, modify the heel, ensure the blue box cannot move, and align the foot with the horizontal plane.

final project 1:

https://drive.google.com/file/d/14DZRpbDIFjmC6vEayyTCA9I956cczHuK/view?usp=drive_link


FEEDBACK

WEEK 12:

General Feedback:I need to modify the walking character.

Specific Feedback: Improve the character's foot placement by ensuring the feet stay fixed on the ground and do not slide during walking. Verify that the video dimensions meet the required specifications. Refine simple body movements by adjusting the hip control while keeping the motion path consistent. Set the foot plane value to 0 and correct the heel control for proper ground contact. Keep the blue control frame stationary, and ensure both feet remain level with the ground throughout the animatio


REFLECTION 

Through this animation production and the teacher's feedback, I realized that I still have many areas for improvement in the details of character animation. Although the overall movement is complete, the foot contact with the ground, the center of gravity shift, and the use of the controllers are still not accurate enough, causing the character's feet to slip and the movements to appear unnatural when walking.

The teacher pointed out that I need to fix the foot position, adjust the hip control, maintain a consistent movement trajectory, and ensure that the feet remain horizontal to the ground. This feedback made me realize that a seemingly simple movement actually requires attention to many details, and each controller affects the overall performance of the character. I also realized that before outputting the work, I should carefully check the video size and animation details, rather than just focusing on whether the movement is complete.

Based on the teacher's suggestions, I will readjust the foot controllers, correct the heel contact with the ground, optimize the hip movement, and check that all controllers are used correctly. I believe that after these modifications, the character's movements will be more stable, smoother, and more in line with the laws of human movement.

This revision process taught me that animation requires not only creativity but also patience and meticulous attention to detail. I hope that in future practice I can become more familiar with character rigging and animation principles, improve my animation quality, and reduce the recurrence of similar problems.




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