Advanced Animation - Project 2: Jump Animation
11/06/2025 - 25/06/2025 / Week 8 - Week 10
Wang Yifan / 0368363
Advanced Animation / Bachelor of Design (Honours) in Creative Media /
Taylors University
Project 2: Jump Animation
Project 2: Normal & Cartoon Jump Animation
This project challenged us to create two jump animations with opposite styles using the same character rig: one realistic (Normal Jump) and one highly stylized (Cartoon Jump). It was a great opportunity to explore motion principles such as anticipation, squash and stretch, and timing in different contexts.
I started by researching how real people jump, breaking it down into six stages: neutral, anticipation, push off, in-air, contact, and recovery. Then, I applied these stages to both the normal and cartoon jumps with different animation choices and timing.
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| Jump key poses from The Animator's Survival Kit Source: https://natashawalshblog.wordpress.com/2016/01/04/body-mechanics/ |
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| Normal Jump |
After completing the first version of my Normal Jump animation, I received the following feedback from my lecturer:
The distance between the feet should remain consistent throughout the jump.When the hands are raised, the thighs and calves should not stretch unnaturally.When the hands come down, the hips can be slightly tilted upwards for better posture flow.
I revised my animation accordingly, focusing on the following key frames:
In the initial standing pose, I carefully adjusted the feet position to ensure the spacing stays stable and unchanged during the entire jump. This solves the sliding foot issue.
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| Modify screenshot |
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| Modify screenshot |
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| Push-Off and Stretch |
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| Mid-Air Arc |
Instead of a smooth landing, I added a cartoony overshoot. The hips remain high while the hands and feet reach down first. I delayed the hip’s downward movement a few frames to enhance this drag.
REFLECTION
Experiences
This project helped me understand the clear differences between realistic and exaggerated animation styles. Animating both the normal and cartoon jumps challenged me to study physical movement and timing more closely. The biggest turning point was after receiving feedback — especially for the cartoon jump — which made me realize how much I still needed to push exaggeration and body dynamics to match a cartoony style. Rebuilding the cartoon jump from scratch using video references taught me the value of iteration and being open to major changes.
Observations
I noticed that even small details like foot placement, leg proportion, and hip movement can make a huge difference in how believable or stylized an animation feels. In the normal jump, realistic timing and grounded poses were key. In contrast, the cartoon jump relied heavily on anticipation, squash & stretch, and overshoot to create a fun, exaggerated effect. I also observed that exaggeration doesn’t mean random motion—it still needs strong structure and clear arcs to look intentional.
Findings
Through this project, I learned that stylization in animation requires just as much planning and structure as realism. I also found that working in pose-to-pose helped me better control the exaggeration and clarity of each motion. Most importantly, feedback and references were essential to improving my work. The final result is a stronger contrast between the two styles and a deeper understanding of character movement.











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