Advanced Animation (Project 2_Vanila & Cartoon Jump)
23/4/2025-23/7/2025
Ruthlene Chua Zhen Si 0365222
Bachelor of Design (Honours) in Creative Media
- Instruction
- Task
- Project 2_Vanila & Cartoon Jump
- Feedbacks
- Reflections
INSTRUCTION
Task 2_Vanila Jump
For this assignment, we need to create two types of jumps (a normal jump and a cartoony jump) by first blocking out the key poses from the Animator’s Survival Kit, then animating the cartoony jump in three different speeds (slow, medium, fast) at 24fps; throughout the process, we should focus on making the silhouettes clear and readable using Blender’s solid viewport shading, refine the motion using the Graph Editor to ensure smooth and natural timing, and finally render the animation in 1280 × 720 resolution.
For this particular assignment, the lecturer’s guidance and patient instruction greatly deepened my understanding of this section, though continued effort will still be necessary to further refine my skills.
From the front orthographic view, it became clear that the elbows should articulate outward rather than remain in a rigid alignment. This slight curvature reflects a more natural anatomical stance, where bent arms rarely stay perfectly straight. Alongside this, the spine inclines forward and the head follows the motion, creating a cohesive line of action that reinforces both weight distribution and balance in the anticipation phase.
The second key pose captures the moment of propulsion. Here, the character’s center of gravity begins to elevate while the feet maintain ground contact, signifying the transition from stored energy to upward motion. The pelvis tilts forward to indicate thrust, while the arms swing upward to reinforce lift. This pose highlights the transfer of force from the lower body, through the torso, and out into the limbs, enhancing the dynamism of the movement.
As the character descends, the landing pose comes into play. The heels absorb the initial impact, ensuring a grounded and controlled return. The torso leans subtly backward to counterbalance, while the arms maintain continuity from the prior motion. This stage is essential in preserving fluidity, showing how force dissipates through the skeletal structure upon contact.
Finally, the recovery pose concludes the sequence. The character compresses once more into a crouch before settling into an upright, neutral stance at the starting position. The hip follows a consistent “U-curve” motion path throughout the entire cycle, a principle crucial for sustaining rhythm and visual believability. This pathing not only strengthens the overall animation arc but also anchors the motion with a sense of natural physicality.
And this is the final outcome:
Task 2_Cartoon Jump
For this task, I began by gathering references to develop a cartoony jump therefore I search for YouTube reference videos to better inform and guide the animation process.
From the references I observed, my anticipation pose differs slightly from the vanilla version. In the reference, the preparation for the jump involves swinging the arms backward to build momentum, followed by a single explosive leap. The gesture resembles an exaggerated, stylized running posture, often used in animation to emphasize speed, power, and dramatic anticipation.
During the airborne phase, the character’s arms extend forward, creating the sensation of propulsion and forward momentum. This exaggerated arm motion emphasizes the energy of the jump and enhances the cartoony effect, making the leap appear more dynamic and impactful.
During the mid-air phase, the character’s arms naturally swing up and down, reflecting the inertia and subtle movements of the body in a weightless state. At the same time, the legs adjust slightly forward and backward, preparing for a smooth and controlled landing. These small details help enhance the realism and fluidity of the jump, making the airborne motion feel more dynamic and believable.
This is the final motion path he ended up with. It looks a bit odd, and no matter how much I tried to adjust it, I couldn’t really make it smooth or figure out exactly how to fix it.
Final outcome:
Feedbacks
The bend in the knees could be pushed further; adding more curvature will enhance the sense of weight and realism in the pose.
Reflection
For this assignment, I explored both a normal and a cartoony jump, focusing on blocking key poses, refining motion in the Graph Editor, and maintaining clear silhouettes using Blender’s solid viewport shading. The process helped me better understand weight transfer, anticipation, and follow-through in character animation. I also learned how subtle details, like arm curvature and hip arcs, contribute to the realism and flow of movement.
Although I followed references and carefully adjusted the poses, I am not entirely satisfied with the final outcome. The motion path, especially during the airborne phase, still feels a bit off, and some of the timing and arcs could be smoother. The bend in the knees could be more pronounced to better convey weight and impact.
I plan to continue studying this assignment and revisiting my animation, aiming to refine the jump poses and overall motion. With more practice, I hope to achieve a more fluid, natural, and expressive jump that aligns with professional standards :(









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