Advanced Animation: Exercises & Lectures

24/9/2024 - 31/12/2024 (Week 1 - Week 14)
Seh Zi Qi/ 0355872/ Bachelor of Design(Honours) in Creative Media
Module Name: GCD21204 Advanced Animation
Lectures

LIST

Consultation
Consultation
Consultation
Consultation
Consultation
Consultation
Consultation
Consultation



WEEK 1


_______________
Lecture Recap

For this week's lecture, we were briefed about what we needed to do within the 14 weeks of this module. Everything will be given so we only need to animate instead of creating models.

We must install Adobe Animate and Blender in version 3.6 since it already has long-term animation support. 

Fig 1.1, W1 Miro Notes #1

Fig 1.2, W1 Miro Notes #2

Fig 1.3, W1 Miro Notes #3

Fig 1.4, W1 Miro Notes #4

Fig 1.5, W1 Miro Notes #5

Once we had finished briefing each lecture, we were shown different examples from previous students' work to help us understand what we needed to do.



WEEK 2


_______________
Lecture Recap

The slide notes given were the same as Animation Fundamentals as we're learning the same principles but now it's within a 3D space instead of 2D.

The Miro notes talk about the difference in timing, spacing and arcs within a 2D and 3D space; As 2D requires us to draw the animation frame by frame while a 3D object/ character would need a rig or rigging process to animate. There are also terms like FK and IK that we'll learn later and how they affect a character rig. 

The theory we practised during Animation Fundamentals will be used within the practical side of Advanced Animation as we will try our best to transition from a 2D medium into a 3D medium.

Fig 2.1, W2 Miro Notes #1

Then, we learned the theory of how to animate in a 3D space. Timing is quite similar to 2D animation but we have to keep in mind the speed or duration of the keyframes. 

Spacing is also very similar but instead of the 2D keyframes being drawn, we have to set the keyframes instead; Control means transform value, and value means position, rotation and scaling (Setting these keys allows the values to be saved as a specific frame on the timeline.)

Arcs is about the interpolation between the frame set within the keyframes. We'll be learning more about this in Exercise 1. 

Fig 2.2, W2 Miro Notes #2



WEEK 3


_______________
Lecture Recap

This week, we started by getting feedback from Mr Kamal, I wasn't able to get feedback since my name was pretty far down the list but the feedback given to others was already enough for me to reflect on my animation. 

After giving feedback, we were taught about flexibility. Similar to Animation Fundamentals, the squash and stretch method is a basic principle within animation.

Fig 3.1, W3 Miro Notes

Once he was done teaching us, we went into the tutorial on how to stretch and squash a ball. This can be seen in the Exercise 1 progression.



WEEK 4


_______________
Lecture Recap

This week, we started on the pendulum swinging for the next flexibility exercise. He told us to download the files and try them using his instructions.

Fig 4.1, Tutorial Notes #1

How to move:
  • Go into Pose Mode > Rotation tool > Move the segments
  • Scale using the Master Control/ Roots

Disable Copy Rotation:
  • Select the middle segment > go to Bone Constraints > disable the eye icon, make it sleep 
  • Alt + R = Reset Rotation

Fig 4.2, Tutorial Notes #2

He also gave us a demonstration of how the first pendulum moves. This can be seen in Exercise 2's progression.



WEEK 5


_______________
Lecture Recap

This week, after getting feedback for the pendulum animation, we didn't have any lectures, so we went straight into the exercise.

Fig 5.1, Snow Character in Blender

Kinematics:
  • There's a switch between IK and FK
  • Make sure to switch to local when rotating joints
  • Yellow Lines = IK, Red Lines = FK
    • Inverse Kinematic (IK):
      • Handle/ strings like puppet control
      • Move the handle to drive the rotation
      • If you move a joint and everything moves, it means IK
      • Can move it by using the 'Move' tool
    • Forward Kinematic (FK):
      • Hinge Joint
      • Rotate only individual joints
      • Can only move with the 'Rotate' Tool

Alt + R = Reset Rotation
Alt + G = Reset Position

Switch to Individual Origins to move each joint according to the main rotation.
Mirror the sides by clicking on the X button, next to the Pose Options



WEEK 6

[Miro Notes - W6]

_______________
Lecture Recap

I wasn't able to attend since I got sick but my friend said I could look at her notes.

He gave the class feedback on our character posing. Even though he didn't give feedback on my work, I still used that feedback to refine my own work. 

Fig 6.1, Pose Assignment feedback

After taking feedback, he went ahead and explained the walk cycle animation and how to do it.

Fig 6.2, W6 Miro Notes

After that, he went and taught the class how to do the walk cycle and gave additional information on how the joints work.

Inverse Kinematic (IK):
  • The whole joint moves
Forward Kinematic (FK):
  • Only Hinge joint
  • Can only rotate the individual joint

FK/IK Switch:
  • 1.000 - 0.000

Hand Controls:
  • Go to Animation category > Change to Pose Mode > Click on character, choose specific Pose > Copy Pose > Paste Pose Flipped



INSTRUCTIONS

<iframe src="https://drive.google.com/file/d/14unw9KqBUXObJ6eoPXjY-fXdZ4HyUea5/preview" width="640" height="480" allow="autoplay"></iframe>

_______________
EXERCISE 1: BALL SERIES
"Students are to produce and manage a practice series individually by using relevant programs and software that enable 3D animation:"
  • Soccer Ball -Normal weight
  • Beach Ball - Super Lightweight
  • Bowling Ball - Heavyweight
  • Ping Pong Ball - Lightweight
  • Squash and Stretch ball

____________
Exercise 1 Progress

Soccer Ball Progress
Since this was our first lesson, Mr Kamal told us to do animation basics like the ball bounce within 3D animation. We started with a soccer ball with normal weight, since it is normal weight, the speed on the drop should also be normal which was 24 frames. 

Fig 8.1, Soccer Ball Bounce Progress #1, 8/10/2024

We continued with the bounce and this is when we realised that the graph at the side was useful as a guide since the ball's direction is directly related to how the line on the graph.

Fig 8.2, Soccer Ball Bounce Progress #2

After knowing that the graph represents the ball's direction, I made an arch like how balls would usually bounce after hitting the ground. 

Fig 8.3, Soccer Ball Bounce Progress #3

By using that logic, I made multiple arches, each getting gradually smaller to simulate the bouncing ball slowly losing the energy it accumulated from the fall. I've also added a rotation towards the ball since it's thrown at an angle where the momentum carries the ball forward.

Fig 8.4, Soccer Ball Bounce Progress #4


Ping Pong Ball Progress
Before starting to work on the ping-pong ball, I went and found a video reference on how ping-pong balls bounce; By using this reference, we can accurately know what the weight is.


I started off by changing the ball itself to the ping-pong ball preset that was already in the blender file which can be done within the Rig UI category at the side.

Fig 8.5, Ping Pong Ball Progress #1

Using the reference as a guide, I started the ping pong ball at 0 and let it fall at frame 25. Since the weight of a ping pong ball is quite light, the frames between each other would be small or gradually getting smaller; this also applies to the arch of the ping pong ball.

Fig 8.6, Ping Pong Ball Progress #2

I continued onwards with the animation, gradually lowering the arches and decreasing the frames between the little bounces that usually happen at the end. 

Fig 8.7, Ping Pong Ball Progress #3

Once I was happy with the bounces, I went ahead and added a rotation towards the ball to create a more realistic feel since balls roll due to the angle they're thrown.

Fig 8.8, Ping Pong Ball Progress #4


Beach Ball Progress
Same with the ping pong ball, I went and found a video reference of a beach ball bounce which can help me as a guide. 

Youtube Link:

Same with the ping pong ball, I changed the appearance of the ball to a beach ball but used the Rig UI category as it's more fitting for the situation.

Fig 8.9, Beach Ball Progress #1

Using similar methods like before, I started at frame 0 but then the first bounce is at frame 25. Even though the weight of the ball is similar to the ping pong ball's, it's still much lighter and therefore should stay in the air longer; the frames between should be spaced out.

Fig 8.10, Beach Ball Progress #2

Once I was happy with the outcome, I added rotation to the ball and created a background for rendering.

Fig 8.11, Beach Ball Progress #3

Although I was almost finished, I went back and watched the beach ball bounce and it suddenly didn't look that good anymore. So I decided to have better arches that are actually gradually descending while also being more realistic. 

Fig 8.12, Beach Ball Progress #4

Bowling Ball Progress
Same with the other balls, I went and found a video reference as a guide on how to bounce a bowling ball.

Youtube Link:

Same with the other balls, I changed the appearance to match the ball that we are using which is a bowling ball; the Rig UI category to change is at the right side of the window. 

Fig 8.13, Bowling Ball Progress #1

Using the video as a reference, the bowling ball is quite heavy and therefore the frames would take less in between because fewer frames = faster movement. Although the movement is fast, the arches still have curves but they have to get increasingly lower because of the weight. 

Once I liked the outcome of the bounces, I added rotation to the ball per usual. 

Fig 8.14, Bowling Ball Progress #2

Stretch and Squash Ball Progress
For this exercise, we used the previous soccer ball as our base and started off by trying the stretch and squash on the model without moving. 

Fig 8.15, Stretch & Squash Ball Progress #1

Mr Kamal told us to match the stretch of the ball to the bounce line for better realism and to change the global to local so that it stretches with the line. 

Fig 8.16, Stretch & Squash Ball Progress #2

Once I got to the bounce point, I squashed the ball since that's how weight distribution works and repeated the steps until it was completed. 

Fig 8.17, Stretch & Squash Ball Progress #3

Feedback:
  • frame 63 => I'm missing my stretch content
  • stretch too much, should squash more to have showcase equivalent force
After receiving feedback, I went and changed what was needed and submitted the final files and videos needed.


_______________
FINAL EXERCISE 1

Drive Link for the Blender Files:

Youtube Link Soccer Ball:

Fig 9.1, Final Soccer Ball Bounce, 8/10/2024

Youtube Link Ping Pong Ball:

Fig 9.2, Final Ping Pong Ball Bounce, 8/10/2024

Youtube Link Beach Ball:

Fig 9.3, Final Beach Ball Bounce, 8/10/2024

Youtube Link Bowling Ball:

Fig 9.4, Final Bowling Ball Bounce, 8/10/2024

Youtube Link Stretch and Squash Ball:

Fig 9.5, Final Stretch and Squash Ball Bounce, 8/10/2024


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EXERCISE 2: FLEXIBILITY ANIMATION
"Students are to produce and manage a practice series individually by using relevant programs and software that enable 3D animation:"

    Animation flexibility of shape using squash and stretch and joint appendages using straight ahead method.

____________
Exercise 2 Progress
For this exercise, we needed to swing the pendulum to make it move realistically as if there was weight at the bottom. Mr Kamal demonstrated what to do within the tutorial lessons which can be seen above.

After he showed us what to do, this was my first attempt at the pendulum:
  1. I put the animation at 60 frames for a smoother effect
  2. The swing was more exaggerated for more force

Fig 10.1, Pendulum Progress #1

After that attempt, I decided to do another one since it took quite a while. So I went ahead and changed:
  1. I tweaked each segment for a more realistic effect
  2. Added gradually slower swings at each segment once it stops

Fig 10.2, Pendulum Progress #2

Feedback:
  • The whole thing is a bit slow, can reduce it with timing at the end 
  • press I > only selected channel to toggle the movement within the graph
  • The swing is a bit too slow, you can drag/ play around with the timing to increase the speed

After I received feedback, I changed what I could and started the rendering process to send in the video.

Fig 10.3, Pendulum Progress #3


_______________
FINAL EXERCISE 2

Drive Link to 3D Blender file:

Youtube Link:

Fig 11.1, Final Pendulum Swing, 22/10/2024


_______________
EXERCISE 3: GOOD POSES STUDY
"Students are to produce and manage a practice series individually by using relevant programs and software that enable 3D animation:"

Pose a character according to the right emotion and action.

____________
Exercise 3 Progress
This was the first time we were to try out with an actual 3D character. For this exercise, we are supposed to pose the given character 

Link to Rig File:

Happy Pose Progress
Using Mr Kamal's advice, I had to find a reference, use that reference as a base, outline the silhouette of the pose and find the line of action.
  • Silhouette = Blue
  • Line of Action = Red & Yellow

Fig 12.1, Happy Pose Reference, Silhouette & Line of Action

Starting off by using the silhouette as ta guide, I used IK posing and followed the silhouette as closely as possible. I only used the position and rotation tools to get the pose I needed.

Fig 12.2, Happy Pose Progress #1

Once I was happy with the pose, I went into creating the expressions. The model itself already had expressions of their own so I used the 'Closed Eye Lids' & 'Open Mouth' as a base and tweaked it from there. I raised the eyebrows and made it look playful and also raising the corners of the mouth to create a happier look to him.

Fig 12.3, Happy Pose Progress #2

Sad Pose Progress
Same with the happy pose, I found a reference, used the reference as a base and found the silhouette and line of action of the reference.

Fig 12.4, Sad Pose Reference, Silhouette & Line of Action

I start by using the silhouette as a reference. By using IK posing, I positioned and rotated the limbs to the desired pose that I was going for.

Fig 12.5, Sad Pose Progress #1

When I was happy with the pose, I went into making the expression. I started by using the 'Closed Eye Lids' & 'Closed Mouth' as a base but opened the eyelids slightly as if he was contemplating. I also lowered the corners of the mouth a bit to make him look sadder.

Fig 12.6, Sad Pose Progress #2

Angry Pose Progress
Same with the other poses, I found a reference, used the reference as a base and found the silhouette and line of action of the reference.

Fig 12.6, Angry Pose Reference, Silhouette & Line of Action

Same with the other poses, I used IK posing, positioning and rotating to acquire the desired pose. 

Fig 12.7, Angry Pose Progress #1

For the expression, I used the 'Angry Eyes' & 'Open Mouth' as the expressions.

Fig 12.8, Angry Pose Progress #2

Confused Pose Progress
Same with the other poses, I found a reference, used the reference as a base and found the silhouette and line of action of the reference.

Fig 12.9, Scared Pose Reference, Silhouette & Line of Action

Same with the other poses, I used IK posing, positioning and rotating to acquire the desired pose. 

Fig 12.10, Scared Pose Progress #1

For the expressions, I used the 'Open Eyes' & 'Scared Mouth' as a base. I lowered the outside of the brows to create an even more scared expression, I opened the mouth more and dragged the corners of the mouth more to make him have an exaggerated facial expression.

Fig 12.11, Scared Pose Progress #2


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FINAL EXERCISE 3

Drive Link to 3D Blender File:

Fig 13.1, Final Angry Pose, 29/10/2024

Fig 13.2, Final Happy Pose, 29/10/2024

Fig 13.3, Final Sad Pose, 29/10/2024

Fig 13.4, Final Scared Pose, 29/10/2024

Fig 13.5, Final Exercise 3 Compilation Poses, 29/10/2024


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REFLECTION

For Exercise 1, I felt that I was able to get a grasp on how different weights can affect the animation as a whole. Even though it was a simple and basic exercise, I learned a lot about the program itself and gained new knowledge on even just the basics of fundamentals. Overall, this was a mundane but necessary challenge that I needed to have and I can't wait for the other projects.

For Exercise 2, I was able to learn something new yet familiar with the pendulum. I knew about the weight from exercise 1 but to create the drag that the swinging provides is another step. I was able to learn the techniques and tricks to achieve a smoother outcome and I was quite proud of what I was able to do. Overall, this exercise was quite a challenge and I am ready to face the challenges that the future will behold. 

For Exercise 3, this is something completely new that I have never done before. Being able to pose a model to my heart's desire may be mundane to some but it was quite the experience for me because I was able to check and use out a fully rigged model. I have tried Blender before but never have I tried rigging a character's poses. Overall, I think these exercises are a good way to start my journey into 3D animation!


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