Animation Fundamentals - Project 2B: Jump Animation

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Week 09 - Week 10
2025.06.16 - 2025.06.23

Qistina Nuralya Maria Binti Azly / 0354180

Animation Fundamentals / Bachelors of Design (Honours) in Creative Media / Taylor's University

PROJECT 2B: JUMP ANIMATION


Table of contents (Quicklinks)

1.  MODULE INFORMATION BOOKLET (MIB)

2.  LECTURES

Week 9 - Week 10

3.  PROCESS

3.1 Rough Animation

3.2 Tie-Down

3.3 Clean-Up and Colors

4.  FINAL

5.  REFLECTION


1. MODULE INFORMATION BOOKLET (MIB)

This is the Module Information Booklet for this module:

File 1.1 Module Information Booklet (PDF)

2. LECTURES

Week 9

We learned about the animation principle of Anticipation.

Fig 2.1 Animation Techniques Miro Notes.

  • Anticipation is a principle where a smaller preparatory action is used to set up a major movement, making the motion more believable and dynamic. It helps the audience know what’s about to happen, like a character bending their knees before jumping. Without anticipation, actions can look sudden, confusing, or weird and unnatural.

Week 10

We learned about the animation principle of Secondary Action and  Exaggeration.

Fig 2.2 Secondary Action (Source)

  • Secondary action is an additional movement that supports the main action and adds more depth or emotion to the scene. For example, while a character walks, their arms swinging or their facial expression changing would be a secondary action. It should never distract from the main action, but instead enhance it.
  • Exaggeration is used to push movement, expression, or action beyond realistic limits to make it more engaging and clear. It helps emphasize emotions or impacts, such as making a character’s eyes widen dramatically when surprised
Fig 2.3 Exaggeration (Source)


3. PROCESS

TaskStudy jump animation that includes anticipation and follow through poses, timing with hold from the book of Animator’s Survival Kit. 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.

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3.1 Rough Animation

Fig 3.1.1 Rough Animation made alongside class.

We initially did a very rough jump animation in class so I used it as a reference for my rough character animation as well.

Fig 3.1.2 Rough Animation with character's features.

I initially started with only 34 frames because I followed the first rough animation to a tee. But then I realised the animation looked a bit choppy so I decided to add more inbetweens near the breakdown where Mira was the highest in the jump and also some additional frames or Mira standing up from the jump.

Fig 3.1.3 Rough Animation with character's features.

Similar to the walking animation, I focused on the body movement then added the stick hand animation afterwards for ease of animation. In total, I added 14 extra frames to the rough jump animation equating to 47 frames of animation.

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3.2 Tie Down

Fig 3.2.1 Tie-Downs

For the tie downs, it was a similar process as the previous walking animation. where I just referenced the turnaround sheet from Project 1A and made sure the flow of the body parts and clothes/accessories flowed nicely.

3.3 Clean Up and Colors

Fig 3.3.1 Clean up.

Next, I cleaned up the unneeded lines on the animation so everything would look cleaner. Similar to Project 2A, there were sometimes I'd accidentally erase necessary lines that I hadn't realised so I redrew them afterwards.

Fig 3.3.2 Accidental erase.

Case-in-Point, for one of the in-betweens, I's accidentally erased the clothes but I only realised near the end of cleaning up so I had to redo that part of the frame.

Fig 3.3.3 End pose clean up.

I made sure for the stretch of the jump and land, that I'd made her body visibly longer to exaggerate the jump/land.

Fig 3.3.4 Colors.

In the final steps, I used the life-saving method in Project 2A and duplicated the line art layer to be put beneath the original line art layer and act as a reference for the bucket tool to use and fill. You can also see I pasted the same colour pallete reference from the previous project onto here but because of the jump, I had to move it multiple times between coloring the frames for easier access to the colors.

Fig 3.3.1 Final Touch ups.

I then went through each frame and made sure the lines were okay and that all the colors were where they needed to be.

Finally, I exported everything through Adobe Media Encoder.

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4. FINAL

Video 4.1 Final Mira Jumping Animation.

View/download all files (videos and Animate files) here:

https://drive.google.com/drive/folders/1WnvTMgvKqPVCwCVougIyaWcMbSddPgWy?usp=drive_link

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5. REFLECTION

Similar to Project 2A, I had a lot of fun animating Mira! Now even more because I got to add more "silliness" to her jump animation. and her expression as well. At points it did become tedious, but seeing the animation come through was worth it. Unlike the previous project though, this project was a bit harder to do since the change of angles near the extreme of the peak of the jump. The thing I struggled most with was the angles of the face since I ahd it face up certain times but I managed to make it look as nice as I could.

Overall, I enjoyed working on this project a lot and my past worries are gone since it wasn't all that much different that the previous project; just some added small difficulties here and there and all in all enjoyable. Here's to hoping the final project will be the same! 

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