Unit 1 Practice based research

Reflect on what I’ve learned

In the first unit, the initial attempt was to simulate the jumping of certain characters using simple ball bouncing motion. While the creation of ball animations may not seem difficult, in reality, there are many physical details that should be taken into account when creating the script.

Firstly, regardless of the object, it possesses a physical factor within it. It may be highly elastic or nearly non-deformable. During its descent, subsequent motion patterns are influenced by the angle, and I cannot arbitrarily plot its trajectory. I need to consider its energy changes and acceleration variations. Additionally, based on its descent speed, it can indirectly reflect the physical environment it is in—whether it’s low or high gravity, or its inherent weight situation. When it collides, how it deforms must align with my set parameters for this bouncing ball. These are all aspects I should be mindful of when crafting the storyboard script.

bouncy storyboard

After completing the production of the bouncing ball, we incorporated the jumping animation of a character. I chose a spider as my moving character. The spider, with its multiple leg joints, relies on its muscles to control the impact from each jump or landing.

Ready to jump 1
Ready to jump 2
Ready to jump 3

How to effectively portray these muscles is something I need to pay close attention to. It’s crucial for me to focus on these keyframes when creating the storyboard script.

In the subsequent push-pull animations, we extracted keyframes from real-life actions and then added fluid motions to them. This process was quite intriguing. Despite having videos as references, when we translated them into drawings, we still unconsciously mimicked the same actions, simulating them in our minds before putting them on paper.

Pull storyboard

The challenge I encountered arose with the connected ropes. In my animation of pulling a box, whenever the character’s arms relaxed or tensed, the rope they held onto for pulling the box needed to change accordingly—either tightening or slackening—in accordance with the laws of physics. This posed a certain level of difficulty, but I managed to overcome it.

TBH Work Scene

Next, I attempted to use 3D software to create my walking animation with emotional changes. I personally learned to use Blender to create my character model and rigged it with bones for animation. In total, I rigged it with three types of bones.

Most Satisfactory Bone Rigging

During this period, I learned many practical techniques. After completing these tasks, I had the foundation for creating walking animations. Consequently, my first robot animation with a sad emotional walk emerged. However, it moved too slowly. Subsequently, I reworked it, which was a very interesting process. Transforming the imagined movements in my mind into animations and achieving success was truly an amazing feeling.

Startled by the dropped object.

When it comes to animating animal walks, I initially attempted to create a dog’s gait. While seeking references, I discovered that when a dog starts walking, its hind legs move about 0.5 seconds faster than its front legs. In the storyboarding process, the specific technique involves making the hind legs move approximately two frames faster than the front legs. As the dog moves forward, the front legs lift off the ground slightly later than the hind legs. When the hind legs land and push backward, the front legs just touch down. While the dog walks, most of the time only one foot leaves the ground.

versions1.2
versions1.4
versions1.5

When creating animations, there should only be one frame at most where both feet are off the ground simultaneously, and one foot must be about to make contact with the ground while the other has just left it. Otherwise, the motion will appear as if floating. Later, I attempted to create a walking animation of a horse using Maya. The logic is similar to that of a dog, but it requires more attention to the highs and lows of the terrain.

Personal Animation Journal

Practice-based and theoretical research

Famous animation studio: Carbotanimation


With the development of social technology, many animation studios formed by individuals or independent teams have emerged in society. Most of them are active on platforms like YouTube or other video-based social networking websites. Their works range from niche to widely popular, catering to a diverse audience where everyone can find creative content they enjoy.

There is such a studio, they come from Canada, their name is CarBotAnimation.

Carbot Animation was founded by Jonathan Burton, one of the main employees of the Carbot Animation Studio, along with his wife and two brothers, Andrew and Sam. Carbot Animations is an online animation studio known for creating game-related animations. They are famous for producing cartoon-style animations for games such as “StarCraft II”. These animations are widely popular for their humorous, lighthearted, and dialogue-free style, attracting a large audience of gamers and animation enthusiasts.

Jonathan Burton

Their most successful work, in my opinion, is the series of animated shorts they created for StarCrafts.

“StarCrafts”

StarCrafts is an IP game under Activision Blizzard. They reinterpreted classic scenes and characters from the game into a unique cartoon style. These animations have not only been widely popular within the gaming community but also gained recognition among a broader audience of animation enthusiasts.

Carbot Animation initially started by adapting game plotlines into animated content. Later on, they ventured into creating a completely new storyline within the original game universe, crafting a world of their own characters. Over the course of 7 years, they developed a perfect narrative conclusion for this storyline.

Their animations have garnered global attention and recognition, and I believe their success can be attributed to several factors:

  1. Simple yet recognizable art style: Despite its simplicity, each character stands out due to unique colors and designs, making them instantly recognizable to viewers.
  2. Engaging storyline: The narratives are intriguing, with the creators incorporating numerous Easter eggs into the animations, adding layers of interest for the audience.
  3. Use of in-game sounds: The majority of the sounds and effects used in the animations are sourced from the games themselves, enhancing viewer immersion and connection to the game universe.
  4. Emphasis on visual expressiveness and entertainment: They capture viewers’ attention through exaggerated movements, facial expressions, and clever plot arrangements, creating a sense of joy and satisfaction.

As a result, after they released their second animation, they caught the attention of Kevin Johnson, the community manager at Blizzard Entertainment at the time. Blizzard expressed a strong liking for Carbot Animation’s videos and wished to promote them. This led them to join Blizzard’s player community, gaining significant attention and fostering a mutually beneficial relationship between players and the company’s IP community. This direct connection between players and the company’s IP community has catalyzed their success, helping both parties thrive together.