From Stiff to Natural: An Iterative Journey through Fundamental Character Animation
From Stiff to Natural: An Iterative Journey through Fundamental Character Animation
During this semester’s animation course, I systematically studied the keyframe animation workflow and its core technical principles. The curriculum covered everything from basic locomotion cycles—such as walking, running, and jumping—to more advanced skills like lip sync and facial animation.
For this project, I created various looped animations for two contrasting character models, both sourced from Kingston University’s open resource archive. After careful consideration, I chose two very different characters to work with:
·Tom Cat — the iconic character from the classic cartoon Tom and Jerry, known for his mischievous, exaggerated personality and highly elastic, slapstick movements.
·A culturally styled combat warrior — a heavily built, game-oriented character with a grounded and powerful fighting style, requiring realistic weight and combat rhythm.
These two characters differ significantly in behavioural logic, personality expression, and physical weight distribution, which posed completely different challenges throughout the animation process. For Tom Cat, the focus was on emulating classic 2D cartoon performance, exaggerating squash-and-stretch and comedic timing. The combat warrior, on the other hand, needed to reflect a more grounded, game-ready approach—emphasising believable force, proper motion flow, and engine-compatible transitions.
The reason I chose these two characters was strategic: working with Tom Cat as my first exercise allowed me to better understand how core animation principles apply in exaggerated, stylised contexts. Meanwhile, animating the combat warrior pushed me towards the standards of game animation—such as action readability, strike impact, and motion clarity.
In the following sections, I will document in detail:
·The practical lessons learnt through weekly class exercises
·The full creation process of base cycle animations (walk, idle, run, jump, dodge)
·Technical refinement in the animation curves
·How character identity shaped animation style
·A critical self-assessment of my creative and technical choices
To stay organised and manage workload efficiently, I also created a mind map and production timeline to guide the entire assignment from start to finish.
Animation Schedule: Mar 12 - May 7
Phase | Date | Tasks |
1. Planning & Prep | Mar 12 - 14 | • Define animation style (Walk/Run + Gameplay Pack) |
| Mar 15 - 18 | • Annotating arrow marking force lines in SyncSketch(Walk/Run + Gameplay actions) |
2. Walk/Run Cycle | Mar 19 - 25 | • Complete Walk/Run keyframes (Blocking phase) |
| Mar 26 - Apr 1 | • Add character details (expressions/body language) |
3. Gameplay Cycle Pack | Apr 8 - 14 | • Complete blocking for 4 basic actions (idle/run/jump/dodge) |
| Apr 15 - 21 | • Refine action details (expressions/transitions) |
| Apr 22 - 28 | • Final rendering and animation export |
4. Blog & Final | Apr 29 - May 3 | • Write blog (process/tools/results) |
| May 4 - 6 | • Proofread blog content |
| May 7 | • Publish final deliverables |
Class Experience
Alongside the main project, I also completed several foundational exercises during class, including staging exaggerated Key Poses, simulating a bouncing ball colliding with a wall, and creating basic walk cycles using a simplified model. These tasks helped me grasp the core workflow of character animation and allowed me to experiment with some of the 12 Principles of Animation, such as exaggeration, anticipation, and arcs.
Although these activities were relatively simple, they laid an essential technical and conceptual foundation for the more complex character work I would go on to produce later in the term.
I hope that through this semester’s project, I can consolidate what I’ve learned in class while also exploring different stylistic approaches to animation. So now, let’s step into the practical stage of keyframe animation in Maya!
· Tom Cat
1. Preparation
Before animating Tom Cat’s walk cycle, I began by analysing the character’s core personality traits. As a classic cartoon figure from slapstick comedy, Tom’s movements are highly exaggerated, elastic, and full of mischievous energy. For the walk specifically, I aimed to capture a sense of lightness, confidence, and even a touch of swagger.
To clarify the visual tone, I first collected a set of walk references from Pinterest, focusing on stills that showed Tom’s distinctive body mechanics. I then found a suitable clip from the “100 Walk Cycles” video series that matched the style I was aiming for. I downloaded the clip and imported it into SyncSketch, where I did frame-by-frame annotations to trace motion flow and force direction—this helped me define my Key Poses more precisely.
2. Blocking and Key Pose Design
Following the practical methods introduced in class, I began by creating a clear production plan: first, to block out the full keyframe loop, and then to refine the finer details—such as the hip shifts and rotational offsets.
To ensure stylistic consistency and smooth motion, I used Studio Library to store the initial poses and their mirrored counterparts. I worked in both front and side orthographic views, and constructed the walk using four main Key Poses (with frame references and controller adjustments outlined below):
·Contact Pose (Frame 1 / Frame 13):
The front heel makes contact with the ground, while the rear toe is just about to lift off. The body leans slightly forward, and the weight shifts towards the supporting leg. The legs are adjusted into a slight outward angle (“turned-out”) to enhance the character’s bold, swaggering attitude.
·Down Pose (Frame 4 / Frame 16):
The hips drop to their lowest point on the Y-axis, with the supporting foot planted firmly on the ground. The pelvis rotates under the influence of opposing force, subtly dragging the chest with it. The overall weight drops, emphasising a grounded, stomping step.
·Passing Pose (Frame 7 / Frame 19):
The lifted foot passes across the midline. At this point, the body’s weight is fully over the supporting leg. The pelvis and chest both rotate on the Z-axis, reaching their maximum twist to show energy transfer and a sense of motion.
·Up Pose (Frame 10 / Frame 22):
The weight begins to transfer to the opposite side. The stepping foot stretches out to its furthest forward position, with the front leg fully extended. The hips rise back up on the Y-axis, and the head tilts slightly upward—expressing Tom’s confident, almost theatrical attitude.
Throughout the process, I paid particular attention to conveying Tom’s proud and confident walk. I also incorporated facial expression controls to ensure that the character wasn’t simply “moving”, but genuinely performing.
3. Curve Refinement and Secondary Animation
During the Spline phase, I focused on refining each part of the body in line with biomechanical logic. Using the Graph Editor, I systematically cleaned and adjusted the motion curves, with special attention paid to the following areas:
Hip Motion Trajectory:
·Y-axis (vertical): The vertical movement follows a smooth sine curve, with the lowest points at Frames 4 and 16, and the highest points at Frames 10 and 22.
·Z-axis (side-to-side shift): The lateral sway reaches its maximum at Frames 7 and 19, aligned with the shift over the supporting foot.
·Y-axis rotation: At the stepping moments (Frame 1 / Frame 13), the pelvis rotates up to ±27°, helping to convey weight shift and character personality through body language.
Foot Curves:
·Ground contact phase (Frames 1–8 of each step): The Z-axis movement remains strictly linear, maintaining foot slide consistency.
·Swing phase: The heel follows a parabolic path to ensure a natural stepping arc.
·Toe lift-off: The foot rotates outward by 3–5°, adding a subtle cartoon-like exaggeration to the movement.
Tail & Arm Overlap:
·The arms were animated using FK controls with staged overlap: upper arm → forearm → hand, each delayed by 2–3 frames. For example, the upper arm starts swinging back on Frame 1, the forearm follows around Frame 3, and the hand changes direction around Frame 10.
·The shoulders move in coordination with the arms—dropping slightly (Y-axis -0.3cm) at the lowest point of the cycle and lifting subtly at either end to reinforce the sense of rhythm.
Head Delay:
·The head's rotation on the X-axis lags behind the chest by approximately two frames. After the hips reach their peak at Frame 10, the head doesn't begin to dip until Frame 12—this delay helps convey a realistic sense of inertia and overlapping motion.
4. Rendering Settings and Playback Output
In the Graph Editor, I set both Pre Infinity and Post Infinity to Cycle to ensure a seamless loop. I then checked the smoothness of each animation curve, adjusting their amplitude and timing as needed. A Playblast was exported for frame-by-frame review, with the following settings:Codec: H.264,Resolution: 1920x1080,Anti-aliasing: Enabled,Frame Rate: 24 fps,Export Range: Frame 1 to Frame 250
Lighting Setup:
To simulate a stage-like environment, I used a three-point lighting system:
·Key Light: Area Light positioned at a 45° angle from the front-left, intensity 500, colour temperature 4500K
·Fill Light: Placed on the right side, intensity 600, colour temperature 6500K
·Ambient Light: SkyDome Light to replicate environmental softness, brightness set to 1, with varied directional scatter to avoid uniformity.
·Materials and Texturing:
Using the Arnold renderer, I applied an aiStandardSurface shader to the character. As the character is covered in stylised fur, I manually adjusted the roughness values across different body regions to enhance surface readability and make the material responses more convincing.
5. Self-Reflection
This animation made me realise that simply posing a character is far from enough to build meaningful motion language. In particular, during the Spline phase, my lack of fluency with the Graph Editor became apparent—I encountered several cases where unexpected keyframes on certain controllers caused deformation or disrupted timing. Through this, I began learning to troubleshoot using a frame blocking plus local adjustment approach, identifying and correcting issues systematically.
The tail animation was by far my weakest area. While I understand the need for delayed overlap across segments, I failed to implement a consistent logic for that delay in practice. As a result, the tail movement felt out of sync and disconnected from the main body rhythm. I realised that although I could mimic the appearance of follow-through and overshoot, I still lacked an internal sense of motion timing.
Despite its flaws, this piece helped me shift from thinking about character animation as visual posing towards understanding it as a structure driven by internal force and timing. It marks a small but important step in that transition.
· Gameplay Cycle Pack
· RUN
1. Preparation
For this gameplay cycle pack, I selected a muscular warrior character. Due to his body type and proportions, the animation style needed to reflect a heavier mass, lower centre of gravity, and a stronger sense of inertia—very different from the light, springy movement of a cartoon figure. Within the framework of the 12 Principles of Animation, this meant reducing exaggeration and instead emphasising timing and follow-through.
To accurately capture the inertia typical of this kind of physique, I studied a range of live-action and in-game character footage. I found a suitable running sequence on Bilibili that featured powerful stride impacts, a low stance, and broad motion arcs. I imported the clip into SyncSketch, where I annotated force lines to support my later pose construction.
2. Blocking and Key Pose Design
This run cycle was structured as a 20-frame loop, with a distinctive rhythm that begins from the Up Pose rather than the more typical Contact Pose. This approach better supports the idea of muscle elasticity mid-stride, making the movement feel active and explosive.
I structured the animation around four key poses, dividing each step into 10 frames:
·Up Pose (Frame 1 / Frame 10 / Frame 20)
The character is airborne with both feet off the ground. The hips reach their highest point (+2.3cm), and the arms—animated using FK controls—swing to their furthest reach, generating forward-driving tension. The body leans slightly forward, preparing for impact as gravity takes effect.
·Passing/Transition Pose (Frame 2 / Frame 12)
One foot remains in contact with the ground while the other just lifts off, crossing the body’s central axis. The weight begins to shift, the hips slightly tilt, and the legs enter the switch phase. The chest rotates towards the supporting side, while the head stays stable and focused. The arms reverse direction, marking a turning point between forward momentum and recoil.
·Contact Pose (Frame 4 / Frame 14)
The front toe strikes the ground first, with the leg fully extended via IK. The hips start to drop rapidly, initiating the downward force. Shoulders and arms begin their backward motion, and the head lifts slightly. This pose sets up the incoming compression and impact absorption, acting as a springboard for the next power stride.
·Down Pose (Frame 7 / Frame 17)
This is the point of lowest weight, where the body compresses to absorb ground reaction force. The chest pushes forward slightly due to inertia, while the head lags behind—demonstrating the principle of “follow-through” and “overshoot” from the 12 Principles of Animation. The arms hang naturally, and the shoulders, driven by the chest, arrive with a slight delay—helping to reinforce the character’s heaviness and mass.
3. Curve Refinement and Secondary Animation
Foot Curves:
·The Z-axis motion of the feet is set to a linear segment, particularly between Frames 3–8, to ensure a strong forward push immediately after ground contact—avoiding any unwanted foot sliding.
·A small Y-axis toe rotation of +5° was added at Frame 8 to create a more natural lift-off as the foot leaves the ground.
Shoulders and Arms:
·The shoulders were animated with FK controllers and delayed by 1 frame compared to the hip rotation, supporting the follow-through principle and simulating the inertia of heavy muscle groups.
·The arm movements were kept intentionally minimal to express concentrated power at the body’s core. Both the upper arm and forearm only exhibit subtle Z-axis swings of about 3–5°, producing a slightly rigid motion consistent with the character’s weight and controlled movement.
Chest and Head:
The Z-axis rotation of the chest and head follows the hip rotation with a 1-frame delay, reinforcing the principle of “follow-through” and giving a subtle sense of drag and weight in the upper body.
4. Rendering and Output
Lighting, materials, and Playblast settings followed the same configuration used in the Tom Cat walk cycle. To avoid redundancy, they are not repeated here. The output range for this cycle was Frames 1–250.
5. Self-Reflection
Creating this run cycle taught me that heavily built characters rely much more on unified weight distribution and skeletal tension to convey believable motion. However, during execution, I realised that my rotational control in certain areas—such as the arms and hips—was not precise enough. Some angles weren’t matched to consistent values, which caused slight asymmetry after mirroring the poses. The fingers also lacked secondary movement and didn’t respond naturally to the motion flow.
The biggest issue I encountered was in the interaction between the rig system and Studio Library. When I attempted to mirror poses using Studio Library, the model’s shoulders and elbows would often twist incorrectly. Even manual adjustment of the controllers didn’t fully restore the original pose. After five or six failed attempts, I eventually decided to switch the arms from IK to FK and re-animate them from scratch—only then was the structure finally stable. Although time-consuming, this helped me better understand the limitations of auto-mirroring with complex rigs, and the different levels of control between IK and FK.
Additionally, I’m still not fully confident using the Graph Editor. During the Spline phase, I encountered a few curves that twisted unpredictably. Initially, I avoided editing them for fear of damaging the structure. Later, I tried isolating problematic channels and resolving them one by one—manually inserting buffer frames and adjusting tangents by hand to re-establish clean velocity transitions. This taught me that relying solely on automatic interpolation isn’t enough—manual visual control is often necessary for managing nuanced timing shifts.
Overall, this run cycle helped deepen my understanding of speed control, skeletal stability, and inertia timing, while also revealing weak points in precise value management, mirroring logic, and Spline refinement.
· IDLE
1. Preparation
Although idle animations are relatively simple, achieving a convincing result still requires precise control of timing and breathing rhythm to express the character’s internal tension. To match the character’s style, I searched for several idle loop references on Bilibili and eventually selected a clip showing a fighter character in a guarded stance performing deep, deliberate breaths.
The movement had a grounded centre of mass and a slow, deliberate pace, with particular focus on upper body motion and underlying tension. I imported the video into SyncSketch and performed a frame-by-frame analysis of the shoulder lift, chest expansion, and vertical head movement patterns—this gave me a clear rhythm framework for designing my key poses.
2. Blocking and Key Pose Design
This idle animation was structured as a 60-frame seamless loop, with Frames 1, 30, and 60 being identical to ensure continuity. The overall structure was built around a breathing rhythm, with the following key poses:
Up Pose (Frames 1 / 30 / 60):
This represents the inhale phase. The body leans slightly forward, with the hips positioned at -40cm on the Y-axis and rotated around -34° on the Z-axis.
The chest contracts inward, and the head tilts downward at approximately -5° on the X-axis, giving a guarded, compressed posture.
The left hand was adjusted into a relaxed defensive pose inspired by traditional Chinese martial arts, with fingers loosely curved.
Compared to the reference, this pose was made slightly more exaggerated to enhance rhythm clarity and visual impact.
Down Pose (Frames 15 / 45):
This marks the exhale phase. The body sinks slightly, maintaining a stable horse stance, with knees slightly bent.
The chest expands outward, and the shoulders spread naturally to both sides. The arms, controlled using IK, maintain a stretched, tense posture.
This pose was saved to Studio Library and serves as a core control point within the breathing loop.
In-between Frames and Timing Adjustments
The in-between sections were initially generated using Spline interpolation.
·To enhance the natural rhythm of breathing, I manually adjusted key acceleration zones, shaping the curves to follow an overall “slow in, fast out” timing pattern.
3. Graph Editor and Secondary Motion Adjustments
·The hip movement on the Y-axis follows a clean sine wave, with a total amplitude of approximately 2cm, creating a subtle rise-and-fall motion.
·The chest motion lags behind the hips by 1 frame, and during the exhale phase, shifts slightly forward along the X-axis by about 1cm to simulate internal compression.
·The head movement lags a further 3 frames behind the chest, with X-axis rotation kept within ±3.2°, peaking around Frame 4, adding layered inertia.
The arms start moving 2 frames later than the torso to simulate natural drag. The left hand maintains a fixed pose, but I added a subtle Y-axis sway of ±4° to avoid stiffness and suggest muscle tone and readiness.
· HIDE
1. Preparation and Reference Analysis
To animate a fast evasive manoeuvre, I began by selecting appropriate reference material. I found a dynamic side-step dodge sequence from a fighting game montage on Bilibili. The motion featured a quick drop, push-off, aerial lateral shift, and controlled landing—all tightly packed with rich layering.
This type of action belongs to a short-range horizontal evasion, combining explosive launch with measured recovery. I structured the animation as a 60-frame loop, with the main motion occupying the first 30 frames and the second half used for return-to-idle.
I imported the reference into SyncSketch, analysed it frame by frame, and annotated weight shifts and force directions to clearly define each rhythm point and the flow of inertia.
2. Blocking and Key Pose Design
The action is divided into five key stages: Ready → Shift → Jump → Glide → Land → Recover, corresponding to the following poses.
UP Phase: Build-up to Lateral Glide (Frames 1–22)
This phase transitions the character from stillness to airborne motion, gradually shifting weight and establishing a rhythm of impulse and inertia.
·Frame 1 – Ready Pose
The character stands upright with weight evenly distributed. Both fists hang naturally, and the head faces slightly forward-left. There is a subtle tension in the posture—ready for action.
·Frames 2–14 – Transition to Anticipation
The body begins shifting left. The hips gradually offset along the Z-axis, the chest rotates slightly, and the head tilts downward. Arms slowly raise into a preparatory stance, marking the start of energy accumulation.
·Frame 15 – Anticipation Pose
The weight is now fully over the left leg, with the right foot pulled back, ready to push off. Arms are raised to their maximum, shoulders fully opened, and overall muscle tension peaks—preparing the body for explosive motion.
·Frame 18 – Push-Off Pose
The left leg drives down, lifting the body as the hips begin to rise. The right foot leaves the ground, and the arms swing backwards from their peak, pulling the torso into a dynamic, stretched glide posture. The stance becomes asymmetrical, amplifying the launch energy.
·Frame 22 – Airborne / Contact Break Pose
The character is fully airborne. The hips reach their maximum height, and Z-axis displacement is at its peak. The legs draw slightly inward, while the arms extend outward. The chest twists prominently, enhancing the sense of inertial expansion and delivering the visual climax of the motion.
DOWN Phase: Landing and Return to Idle (Frames 23–50)
This phase transitions from the peak of the glide back into a standing posture, reflecting inertia absorption, weight stabilisation, and a full rhythm loop.
·Frames 23–34 – Falling Transition
The character begins to descend. The centre of gravity gradually lowers. By Frame 33, the right foot’s toe makes contact with the ground, preparing for full landing. The head remains tilted forward, and the arms slowly retract—inertia is still partially active.
·Frame 35 – Contact / Landing Pose
The right foot is fully grounded. The hips drop to their lowest position, and the chest still shows Z-axis twist, indicating that balance has not yet been fully restored. This is a key point for absorbing impact.
·Frames 36–41 – Recovery Pose
The weight gradually shifts upward. The head slowly returns to neutral, and the arms come back to the body. The motion slows in tempo, preparing to settle into a stable idle.
·Frame 50 – Return / Passing Pose
The character is now upright again. The hips and torso have mostly realigned, although a slight Z-axis offset remains, preserving the momentum of the motion. This leaves space for the next dodge to loop smoothly, closing the action cycle.
3. Graph Editor and Secondary Animation Control
Arm Animation
To simulate inertial swing, I introduced a 2-frame delay before the arms begin moving, just prior to the jump. During the airborne segment, the arm curves adopt a “platform drop” shape, remaining static before starting to recover gently around Frame 28.
Using FK controls, I broke the movement down into sections: shoulder → upper arm → forearm → wrist, applying 1–2 frames of delay between each part to reflect realistic overlapping motion. In addition, I layered cloth controller animation onto the shoulder’s Z-axis, helping to drive the dynamic movement of the costume, mimicking the drag of wind resistance during the glide.
Foot Animation
The left foot rotates to approximately 37° around Frame 15, establishing the correct take-off angle. During the airborne segment (Frames 18–22), the X-axis movement curve follows an Ease Out shape to convey a gradual launch. After Frame 22, the landing segment switches to Ease In, preventing any spatial popping or visual snapping during descent.
To ensure accurate contact, I locked the Z-axis position of the right foot at the landing point and inserted a 2-frame smoothing adjustment between Frames 34–36. This helped prevent foot sliding and ensured consistent spatial placement.
Head Rhythm
The head begins to tilt forward slightly at Frame 4 (X-axis rotation: +2°), acting as a subtle anticipation cue for the upcoming movement. After landing (Frames 41–50), the head follows a reversed Ease In motion, creating a slow upward return that reflects inertial recovery. It lags approximately 2 frames behind the chest, reinforcing the layered delay in the upper body.
4. Self-Reflection
This dodge animation turned out to be more complex than I initially expected, especially in terms of timing delays and multi-phase control. Unlike a standard jump, it involves lateral shifting, lift-off, landing, and recovery, each requiring precise inertial flow across individual frames.
During production, I realised that several aspects still need refinement. For instance, the cloth delay response was not layered correctly and often fell out of sync with the primary body motion. The facial expressions also felt somewhat stiff, lacking the necessary tension to fully convey the shift from pressure → glide → recovery.
In addition, the Spline-phase timing adjustments were not detailed enough. The delayed return of the arms and head, in particular, lacked fluidity, and their transitions did not feel entirely natural. This made me realise the importance of managing overlapping motion and acceleration curves with much more granularity.
· JUMP
1. Preparation
This animation focuses on a standing vertical jump, highlighting the full sequence from anticipation and take-off to landing and recovery, including inertial lag, secondary delays, and compressed timing. The total length is 46 frames, and the style is inspired by the tense, dynamic jumps seen in video game characters.
I imported a reference clip into SyncSketch, where I analysed it frame by frame—focusing on centre of mass, limb delay, and clothing controller drag direction. These insights guided my pose construction and inertia planning throughout the sequence.
2. Key Pose Design and Motion Timing
·Frame 1 – Ready Pose
The character stands with balanced weight distribution. Arms hang naturally, knees are slightly bent—creating a stable base to transition into the anticipation phase.
·Frame 7 – Anticipation Pose
The weight drops noticeably. The legs bend further, with both feet planted firmly. The shoulders retract slightly, and the chest leans forward. Arms draw in close to the body, creating a sense of compressed energy ready for release.
·Frame 21 – Up Pose / Airborne Peak
The character is fully airborne. The arms extend upwards beyond shoulder level, aligned with the head. The chest opens, and the head tilts slightly back—tension is at its peak. The legs pull in naturally, and the feet drop slightly, enhancing the aerial dynamic.
·Frame 23 – Down Transition
The centre of gravity drops rapidly. The left foot reaches forward, preparing to make contact. The arms remain fully extended in the air, not yet beginning their return, and the head still looks upward—illustrating delayed inertia. The clothing remains lifted, visually exaggerating the sense of “hover”.
·Frame 28 – Contact Pose
The tip of the left foot touches down, but the sole has not yet fully compressed. The hips dip slightly, knees bend naturally to absorb impact, and the chest leans forward. The arms begin to retract, and the shoulders follow with downward motion. The clothing drops back into place, signalling the start of recovery.
·Frame 36 – Settle Pose
Weight returns to both feet, and the body height gradually resets. The arms rest close to the torso. The head remains slightly downcast—lagging behind the chest, leaving a sense of forward motion and preparing for the next cycle.
3. Motion Curves and Inertia Adjustment
Frames 7–21 (Take-off):
I flattened the early segment of the main controller’s curve, then steepened the latter part—creating a rhythm that feels like a “compression followed by explosive release”, matching the physical sensation of launching upward.
Frames 21–28 (Descent):
The downward motion was shaped with a steep start and softer landing, reflecting the natural dynamic where rising is slow, but falling is fast—consistent with real-world gravity.
Frames 7–21 (Take-off):
I flattened the early segment of the main controller’s curve, then steepened the latter part—creating a rhythm that feels like a “compression followed by explosive release”, matching the physical sensation of launching upward.
Frames 21–28 (Descent):
The downward motion was shaped with a steep start and softer landing, reflecting the natural dynamic where rising is slow, but falling is fast—consistent with real-world gravity.
Head Inertia and Layered Control
The head moves in spatial sync with the chest but is delayed on the timeline. While the chest begins its downward motion at Frame 21, the head doesn’t start to dip until 2–3 frames later, creating a staggered recovery structure that visually reinforces the separation of inertia across the upper body.
Arm Delay and Tension Control
From Frames 21 to 26, the arms remain fully extended in the air, holding their pose to simulate inertia retention. The delayed motion creates a sense of resistance and visual pause. After Frame 26, the arms begin a gradual return. In the Graph Editor, I shaped this section using flat platform segments with Ease In transitions, ensuring the motion felt smooth and not abrupt—preserving natural rhythm.
4. Self-Reflection
This jump animation gave me significant technical progress, particularly in how I applied curve refinement and the 12 Principles of Animation. I became more comfortable using asymmetrical motion curves to convey shifts in weight and inertia, and learned how to build in subtle delays in secondary motion (like arms and head) to make the overall timing feel more physically grounded.
However, after reviewing the animation multiple times, I realised that the character performance still lacked clarity. While the technical execution was acceptable, the emotional beats during take-off, air time, and landing weren’t fully developed. The result felt more like a “completed action” rather than a “decision made by the character”. This was especially noticeable in the lack of facial expression, the absence of hesitation before the jump, and the landing not fully carrying a sense of intention or personality.
Conclusion
This animation assignment turned out to be far more time-consuming than I had anticipated—particularly during the detail refinement and curve polishing stages in Spline, which required significant time and focus. Although I had initially set short production windows for each segment, I quickly realised that achieving natural timing and coordinated motion demanded constant reworking and fine-tuning. Ironically, this process improved my sense of rhythm and strengthened the overall logic behind my animation decisions.
During the final rendering stage, the four action sequences existed in separate project files. As a result, I failed to unify the lighting setups and background colour schemes, which led to a somewhat disjointed visual outcome in the final video. However, this experience made it clear how important it is to establish a consistent rendering workflow and a proper asset management system in future projects.
This project gave me my first deep dive into the true essence of character animation. It was no longer about simply “posing” or “adjusting curves”, but rather about systematically understanding and expressing movement. From analysing reference footage and breaking down actions to layering subtle details and secondary motion, I began forming a workflow that suits my own way of thinking. With the help of Canvas course materials, as well as a wide range of YouTube and Bilibili examples, I gained a deeper understanding of the principles and expressive intent behind animation.
AI also provided tremendous support during the writing of this blog. When I found myself overwhelmed by content structure and flow, AI helped me outline a clear framework, check terminology for technical accuracy, and format the layout—saving me valuable time and elevating the professional tone of the final piece.
Ultimately, I’ve become even more convinced that the first step in learning animation is imitation, and the second is understanding. True progress comes from the internalisation of theory combined with rigorous practice in detail. Every piece of animation is not just a technical trial—it’s a process of discovering how movement, rhythm, and character intention work together to tell a story.
References
·Character Assets:
https://itch.io/c/3775364/free-for-personal-use-game-assets
https://truongcgartist.gumroad.com/
·Video References
Walk & Run Reference (Bilibili)
https://b23.tv/mG0SbUN
Directional Step Animation Reference by 3D2M Animation Studio (Bilibili)
https://b23.tv/MWODlyj
Sliding Turn into Run Motion Reference (Bilibili)
https://b23.tv/hoOxcfm
Combat Idle & Pause Motion Reference – MOTION ACTOR (Bilibili)
https://b23.tv/u7uKXsp
50 Acting Styles – Jump (Bilibili)
https://b23.tv/AMnUoRC
·Learning Resources
https://canvas.kingston.ac.uk/courses/29420/pages/animation-workshop-walk-and-run-cycles
https://www.youtube.com/watch?v=SCF7nstL68A
https://www.youtube.com/watch?v=S9v7pzeO6G4
Hardcore Loop Walk Cycle Tutorial (Chinese) (Bilibili)
https://b23.tv/O47FvSI
Looped Run Cycle in Blender – Tutorial (Bilibili)
https://b23.tv/v0ND4YC
评论
发表评论