Category Archives: Duncan’s Hand in

This is all my work for the animation sequence of my character. I have also included my character bio so you can see the background of my character and get a better idea of how my character should behave.

My Final 20 second animation sequence


Here below is my final sequence of my character Lillia. I followed my storyboard but slightly changed the camera views, to fully show off my animating. I have uploaded this to youtube so it is fully online, and I hope I will gain some constuctive critism, so that I will be able to make my animating better and gain more knowledge.

I will say that I did struggle with this, not with the animating, but with using the uni computers, as I dont think they are capable of running such a powerful program. My pc ran slow all the time, espeacially when moving my cameras around, and this did annoy me quite a bit. I dont know if there are better computers to use for this program, but I will certainly not be using the uni computers again for motion builder, as it runs better on my laptop.

Discussion on my character


Here is where I will show my research and how I have used it for the development of my character.

I started my looking at walk cycles of women, this is the example I used.

I like this example because it shows the character as having a swagger about her, and that’s what I am trying to portray in my character. I want to make her powerful and independent, as she is the hero in the film that she is in.

I also looked at the anatomy in motion of an adult, which this video shows. I wanted to get as much into my head as possible, so I could make her as realistic as possible. This video shows the legs and body moving whilst walking.

I then looked into starting my first tests for my character and I thought I would include a back flip, as my character can do martial arts and knows how to defend herself. This is a good example of how to do a back flip, as he does it on a trampoline, so he gets height and a good flip.

This video is also good for back flips, and forward flips. They are in slow motion as well so I could look closely at the flips and get them to look good.

This video shows a good wave that repeats itself, as in my test animation she waves. I found most examples of what i did in my test animation, as reference. I used the back flip, the wave, and the curtsy. I also did the hair flick and a walk cycle. I used my own hair as reference.

This is the example I used of a curtsy that my character does at the end of the test. I wanted to curtsy as she as been brought up with manners and it shows her femininity.

I have done a lot of research into my character design which is visible on this blog. I looked into dominant female characters in both film and games, as I didn’t know whether to do one or the other. I then looked into costume, as I wanted my character to have a certain style and presence about her. I also researched into female anatomy, and drew some sketches to get used to the female form. I then looked into the idea of a logo and trademark for my character, which I have decided to use a lily. This is because the stargazer lily symbolizes life and beauty, and this is really important for the personality of my character. I have also written a bio for my character so you can read it and know what my character is like and what happens in the film.

I then created my 5 final tests, showing the personality of my character, utilizing all my research and development, so I can then create my final sequence, using my storyboard, anamatic and dopesheet.

The tests that I did were, a walk cycle, run cycle, sitting on a stool, walking over an object and kneeling then standing and blowing a kiss. These tests are all valid in their won right as each test shows a part of my characters personality.

The walk cycle shows her walking with swagger, showing you that she is confident and taking no prisoners. She is the dominant hero in the film, I didn’t want to make her weak, like a typical female in a film is.

The run cycle shows her running with force, that she is determined to catch the bad guy that she is chasing. Her head is down, as she is concentrating.

The kneeling to standing test is important as I will probably use this in my final sequence. This shows her more vulnerable side, and that she is mourning for the death of the father. She thinks she sees him again and that’s why she blows a kiss, but then realizes hes not there.

Sitting on a stool shows her height and that she is quite small. This doesn’t effect her though and she can do anything that a man can do, if not better.

Walking over an object will be used again in my final piece I think, as I will pretend that the object is tree stumps, in a forest that she will be running in, after she has been in the field of flowers.

So these tests show some of the ideas I want to do for my final piece, and I hope they show my characters personality and how everything is coming together for the final sequence.

My test animations for my character sequence!


This is my first final attempt of my character standing up from kneeling, and then blowing a kiss. This shows as her personality is very friendly and happy, blowing kisses to everyone she meets. In the film she is kneeling in a field full of flowers and she sees an mirage of her father, who is dead, and she blows him a kiss, then realizes he isn’t real.

This is a walk cycle of my character. I worked really hard on this one, trying to make it as realistic as possible. I looked at reference from youtube at females walking. I wanted to make her sexy and powerful, with a swagger.

This is my character jumping over something. In the film she jumps on and over tree stumps, when she is running through the forest , chasing the bad guy she is trying to kill.

This test is my character sitting on a high stool, she isn’t the tallest girl so it shows her height.

The last test will be of my character running. She does this a lot when she is fighting the bad guy. She runs straight towards him, not showing any fear. Her head is down, shes concentrating on getting the bad guy.

12 principles of animation


The twelve principles of animation are the basis of all successful animation, character based or otherwise. Obeying this small but significant set of rules will mean be the difference between good animation and great animation. Created in the early 1930’s by the Walt Disney Company, the twelve principles transformed animation from a mere curiosity into an art form. These rules help to better portray the emotion, comedy or drama of the scene. Here they are written with the original hand drawn cell animation in mind. Each will apply just as easily to any other form of animation. Note: This list is in no specific order. All principles are equally important.

1. Squash and stretch: – Employed to give an indication of the weight and volume of a character or object as he/she/it moves. Generally uses deformation of the dynamics of a character for a comedy effect.

2. Anticipation: – Used to announce the surprise of the motion to comeand in turn guide the audience towards the area where the motion will take place. Generally a backward motion occurs before forward one. The backward motion is the anticipation for the impending motion forward. “Tell the audience what you are going to do. Do it. Tell them what you just did”.

3. Staging: – Translate the mood and intent of the scene into movement and position of the characters. Using a variety of camera angles and shots also helps intensify the meaning of the scene.

4. Straight ahead / pose to pose• Straight ahead – The animator starts with the initial drawing or object position and progresses through the animation frame by frame. This offers spontaneity within the scene. • Pose to pose – The technique of breaking down the motion into a series of key poses. This gives continuity to the scene and helps the animation movement to flow around the important areas of the animation.

5. Follow through and overlapping action: – This is the after effect of a movement, generally in the form of bends and overlaps. If a person comes to a halt, then their loose clothing and long hair will continue moving for a further few frames.

6. Slow out and slow in: – The effect of a sudden acceleration or deceleration in motion. This is essentially achieved by varying the number and spacing of ‘drawings’ between key poses. Increasing the number of ‘drawings’ towards the start and end of a motion means that the central motion appears faster in comparison to the beginning and end action.

7. Arcs: – All actions, with few exceptions, such as the animation of mechanical objects, follow an arc or slightly circular path. For example the movement of a character and in particular their limbs follows a circular path, never a linear one. Arcs give animation a more natural action and better flow. Consider simple movements as similar to a pendulum swinging.

8. Secondary action: – The smaller motions, which back up the primary defined motions. These subtleties add to the overall believability of the motion.

9. Timing: – The precise amount of time spent on an action by the character. This adds to the impression of feeling within the scene. Also used as a generic term to describe the timing of anything within the animation, whether the time of interaction of a character or the time scale of a particular scene in relation to the whole film.

10.Exaggeration: – Exaggeration in the motion, responses, poses and expression of an animated subject can add to the portrayal of the scene’s intention. Consider slightly over emphasizing or over acting a scene.

11.Solid drawing: – Weight, form, solidity and balance in the depiction of your subject all help to make its properties evident and believable.

12.Appeal: – A human, animal or any other object must connect with the audience. The audience must care about the situation the subject is in. To do this the subject must be given a well developed character and have an interesting personality.

Taken from: by Darren Wall.