Animation Fundamentals: Project 2
28/5/2024 - 14/7/2024 (Week 6 - Week 12)
Seh Zi Qi/ 0355872/ Bachelor of Design(Honours) in Creative Media
Module Name: GCD61104/ Animation Fundamentals
Project 2
LIST
Project 1A:
Project 2B:
LECTURE
INSTRUCTION
<iframe src="https://drive.google.com/file/d/1TV5zJpsYK13OrfWSOK436c6ewB2Xj1ku/preview" width="640" height="480" allow="autoplay"></iframe>
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PROJECT 2A: WALK CYCLE
"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 use basic form and sketchy strokes. The animation should show the quality of being appealing, fluid and flexible which you have mastered in the previous exercises."
Study vanilla walk cycle that includes poses and timing from the book of Animator’s Survival Kit as a reference as these:
- Contact pose (3 frames)
- Down pose (3 frames)
- Pass pose (3 frames)
- Up pose (3 frames)
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Progress
After looking through the Animation Survival Kit that was provided by Mr Kamal, I was able to get a grasp on how the walk cycle worked and started animating the rough animation in Flipaclip.
I used different colours to differentiate the moving limbs as I felt that was easier for me to grasp where each body part was at:
- Red = Front
- Purple = Body
- Blue = Back
- Yellow = Tail
The animation was done at 24 fps so it was quite quick once every pose was used, but I held each frame in 3s so that it took longer to register the animation while also giving the viewers time to look at each pose.
Once I was done with the rough animation, I went into Procreate to add the tie-downs needed for the brief. This part was very tedious because Procreate isn't meant for animation therefore the layering system is atrocious for me to animate each different limb since a new layer is a new frame. Despite that, I pushed through and rendered the tie-downs to the best of my ability which is how it turned out.
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PROJECT 2B: JUMP CYCLE
"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."
Study jump animation that includes anticipation and follow-through poses, timing with hold from the book of Animator’s Survival Kit as a reference as these:
- Normal pose
- Anticipation pose
- Jump action pose (Push off, On air, Landing)
- Follow through pose
- Normal pose
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Progress
Similar to Project 2A: Walk Cycle, I have to create a jump cycle using the Animator's Survival Kit book as my reference. I started off with the same premise as the walk cycle, using Flipaclip to animate my rough animation; I also used the same colour coding as mentioned above for an easier understanding of where the body parts should be.
Something that was also similar to the previous project was the fps which was also at 24 fps. Knowing this, some parts of the animation had to be deliberately held longer to showcase that the character was charging up to jump instead of a fluid and swift motion like running; Like how my anticipation pose was held at 7 frames, unlike the jump action pose which was held in 2s.
Once I was done animating the rough animation, I decided to continue the animation on Flipaclip since last time's debacle with Procreate where it took longer than necessary to achieve what I intended.
Something I had also noticed from the walk cycle was that I kept getting confused about which leg was which since there wasn't any indication, so I decided to colour the back part black to insinuate shadow; This also helps in being more efficient in animating.
Fig 2.2 Animating Tie-Downs in Flipaclip
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FINAL Walk & Jump Cycle
Click here for the YouTube link:
Fig 5.1, Final Walk Cycle Animation
Click here for the YouTube link:
Fig 5.2, Final Jump Cycle Animation
REFLECTION
Personally, this project wasn't as fun as I'd thought it be, it was mildly more confusing than anything for me. I am very proud of the animations that I was able to produce the animation shown in the finals but in between animating the roughs and tie-downs, I felt like I could've done better in terms of fluidity and movement; It felt sort of janky but I just couldn't put my finger on it. Despite that, I was able to enjoy the fruits of my labour after submission as my friends told me that the motion was quite nice and also disagreed with me that the fluidity of the movement was quite alright even after my protesting that it wasn't. Overall, I'd like to revisit this project again in the future to figure out how I could improve upon this with more knowledge equipped with my belt of experience.
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