29/08/2023 - 03/10/2023
Kim MinJoon 0353248
Bachelor of Design (Honours) in Creative Media / GCD61604 / Taylor's University
Project 1
Instructions
Tasks
Project 1a - Default Walk
The first project, was consisting of 2 separate walk cycles that we had to make by animating characters in blender.
The first was a default walk, without any type of movement that could alter the walk that the character had. Second was an attitude walk. The character was needed to have a way of walking that made it unique to the walking.
The videos that Mr Kamal showed us for the attitude walk was that the character was walking with his arms swaying more than intended, and his chest up, with a smug feeling to its movement.
I first started out by following the tutorial that Mr Kamal has provided us, by making the whole character walk first without the movement of the arms. The exercise helped to understand how I can make the character walk with the animation keys.
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| Figure 1.1: Walk Animation Cycle |
The way that I made the character walk was that the character was actually moving its whole body forward and not walking on one spot. It was the way that Mr Kamal first showed so I just followed it how he did it.
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| Figure 1.2: Adjustments |
| Figure 1.3: Key Frames |
Eventually, I made a walking character that was around 2.5 seconds.
I had to add in the arm movement after, which was quite understandable and straightforward after doing the leg movements.
For refining process, I tried to make it more natural by making the body move up and down whenever the character was taking a step. Also by making the body sway left and right depending on the foot that was going forward.
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| Figure 1.4: Walk Animation |
Project 1b - Attitude Walk
For the attitude walk, I wanted to make the character to have a smug feeling as well. Like how an old rich uncle would walk down the road after eating a filling hotpot for lunch.
But this time, without making the character actually walk across the screen, I wanted to make him walk in one spot. So I just placed him in the center and made the movement all on his other body parts. The feet were basically dragging across the floor.
I first set up the walking style, but this time the feet direction was going outwards with and being more swaying without care. Then, I added the arms to be going outwards as well, having the same feeling as the leg movement. The chest was puffed out more, and I made his face have a smug look.
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| Figure 2.1: Facial Changes |
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| Figure 2.2: Attitude Walk Pose |
After, I just tried to refine it a little bit more by fixing up some of the movements and I tried to make it look like a loop since for this one, the character wasn't going anywhere so I could just loop it back to the first position.
Project 1c - Jump Animation
For the second project, we needed to make a jump cycle with the rigged character that was given.
I used this video as the reference for the project
I tried to use the different model for this jump animation to see what would be different. So I used the female version and started by moving the character.
Most of the procedures were the same. The body ring was moved and the legs were moved as well.
There was a little bit of a confusion here and there however, I couldn't really figure out how to make the IK and FK to show up for the rigs and there was only one that I could use. Also, the hair of the girl kept on standing up straight like it was just stuck there so I didn't really know how to change that.
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| Figure 3.1: Pose edit #1 |
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| Figure 3.2: Pose edit #2 |
I first made the girl squat, a couple of times, to make herself be prepared for the jump.
Then, with the arms, moving back and forth, I first moved her position forward to get the extreme first. Then added in the in-between.
I fixed up some of the graph that was shown to make it a bit more smoother and it made the character have more depth of realism.
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| Figure 3.3: Graph Edit |
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| Figure 3.4: Pose edit #3 |
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| Figure 3.5: Pose edit #4 |
| Figure 3.6: Keyframes #1 |
| Figure 3.6: Keyframes #2 |
Reflections
Experience
I think this project really amplified what we had coming for the next projects as it was really focusing about the animating of the rigs and trying to put a lot of the realism into the form of walking into the character.
Observations
I tried to do 2 approaches to the characters and I think I found doing the character in one spot a lot more enjoyable and easier to do as the other method where the character is actually moving across the screen, its hard to place the feet and make it look natural. However, I felt that the first method where the character was moving actually made it look a bit more natural than the second method. It feels harder to do, but it felt more realistic in a way that it actually feels like its moving.
Findings
I found the system of the rigs quite interesting. It felt very mechanical and like a doll that is just in a computer system. It felt very rigid in some of the movements since it isn't real and its just following a set of rules and direction. I think that was the reason why we needed to make use of the graphs to make it more natural and appealing for the audience.










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