Advanced Animation - Final Project: Action Animation

25/06/2025 - 27/07/2025 / Week 10 - Week 14

Wang Yifan / 0368363

Advanced Animation / Bachelor of Design (Honours) in Creative Media / 

Taylors University

Final Project: Action Animation



INTRODUCTION





Final Project: Action Animation

In the final project, we are required to animate a 5 to 10 second physical action sequences. We have to choose an action sequence that involves physical movement, such as a fight, chase, or sports-related activity. 

First, we need to find a video reference for that action. Then, create a storyboard that visualises the key moments, actions and emotion of the scene. In the storyboard, we have to incorporate variety of camera shots, angles and visual continuity to enhance the visual storytelling. From our observation, we should animate a BLOCKING pass animation (Progression 1) by keying the extremes and breakdowns with “Constant key” interpolation. From the progression 1, convert all the “Constant key” into “Bezier” or “Spline” interpolation as we call it as “Splining” for POLISHING pass (Progression 2). We have to fix the timing and polish the animation curve using a graph editor. Then, add the flexibility to that action to make it more believable. Based on the staging camera, light and render the animation into an image sequence as Final Animation. 

Reference & Inspiration

For this project, I referenced a sword attack animation that shows clear body mechanics and strong anticipation. The movement is fast but still readable, which helped me understand timing and weight shift in action scenes.

What inspired me the most was how the character uses the whole body to create power and flow. I tried to bring that energy into my own animation. The exaggeration in key poses also gave me ideas on how to make the action feel more impactful.

Action reference video

Key Poses Planning

To plan the animation, I selected 9 main key poses from the reference video. These include the starting guard stance, a strong power draw, and dynamic actions like aerial slash and spin blade. I also added poses for transitions such as landing recovery, slide sweep, and ending with a retreat turn back to guard. These poses helped me understand the flow and rhythm of the action, making sure the movement feels natural and readable

Screenshots of key poses

Storyboard

The storyboard helped me visualize the rhythm and emotional beats of the animation—from tension and power to recovery and readiness. It also gave me a better idea of how to stage the camera and make the motion feel continuous and intense.

Storyboard 1

Storyboard 2

Storyboard 3

Storyboard Animation for Scenario Planning

Animation process 

Blocking stage

At this stage, I used the "Constant Key" interpolation method to set the key action poses of the character. This process helped me confirm whether the overall rhythm and action structure were smooth.

I referred to the swordplay tutorial video, extracted the key poses, and then applied them to the Snow character to build a complete Blocking draft.

blocking keyframe

Blocking animation

Blocking animation


Key Poses and Timing

After completing the Blocking, I entered the keyframe stage, setting detailed poses for each part of the character's body (left and right hands, head, chest, torso, expression, etc.), adjusting the rotation angle, position and center of gravity transfer to ensure natural movements.
In this part, I simultaneously compared the reference video and analyzed the force points and movement tension of the human body.

Left and right hand keyframes

Waist and chest keyframes

Head and torso keyframes

Camera motion keyframes

Facial expression adjustment



Graph Editor Polishing:

After setting all the key poses in the previous stage, I began refining the animation using Blender’s Graph Editor. This is where I switched from constant to Bezier interpolation and focused on smoothing out the motion. The goal was to make the movements feel more fluid, realistic, and physically grounded—especially during high-speed actions like the slash and spin.

Using the Graph Editor allowed me to adjust each control’s motion curves across the X, Y, and Z axes for both location and rotation. I focused on fine-tuning the timing, spacing, and easing of the action to create a believable sense of weight, momentum, and anticipation.

left foot position
Feet (Left & Right): I edited position and rotation curves to make the foot contacts feel grounded and natural, especially during landing and transitions.

Left foot spin

Right foot position

Right foot spin

hip rotation curve

Hips, Waist, and Chest: I added rotation curves to control the torso twist and ensure the upper body followed through convincingly after each movement.

chest rotation curve

Overall waist movement changes
Head and Torso: Subtle curve adjustments gave better follow-through and overshoot, preventing the animation from looking stiff.
Head control rotation

Torso Dynamic Control
Rhythm and Flow: I used curve tangents to ease in and out of major movements, helping create smooth arcs and consistent motion flow.



Lighting and DOF

In this stage, I set up a simple three-point lighting system in Blender to enhance the form, silhouette, and atmosphere of the scene. The lighting helped emphasize the character's motion and gave the animation a more cinematic look.

Key Light – Positioned front-left to define the front of the character and highlight the facial and chest area.
Fill Light – Placed on the opposite side to soften shadows on the back and arms.
Rim Light – Placed behind the character to create separation from the background and accentuate the silhouette during the spin.

Lighting myopia layout

Lighting top view layout

Depth of Field

Asset Sources and Scene Design

For the background, I used a minimalist concrete interior scene with strong lighting and shadows. The slanted windows and sharp architecture helped create a tense, cinematic mood.

Scene Environment

To make the sword action more impactful, I used the Real-time Dynamic Sword Tail effect by Extrazhang, found on Blend Swap.

Fire Sword Effect

Final Output & Timeline Overview

After polishing all keyframes, I reviewed the full timeline to finalize the animation. I made minor timing adjustments to improve the rhythm, especially during the jump, slash, and landing. I also checked the smoothness between key actions and camera transitions to ensure the whole sequence felt fluid.

all keyframes

First complete animation:


After submitting my final rendered video, I received feedback from my lecturer. He commented that the sword’s glowing effect looked great and suggested I try applying a warm color tone—such as red or orange—to enhance the mood. This was aimed at creating a more intense and dramatic atmosphere, especially for the blade effect.
Based on this, I plan to explore warm-toned lighting setups in my next iteration, focusing on color grading and mood refinement.

final video:



Final Physical Action Sequence Animation


Storyboard and key poses compilation


 Final Physical Action Sequence Animation




Feedback

Week 13
The sword glows nicely and suggested I try using warmer colors like red or orange to enhance the mood. The idea is to create a stronger, more dramatic mood, especially with the blade.

The character's movements are good enough that no major changes are needed. The only suggestion is to try different lighting colors to enhance the overall visual appeal.


REFLECTION

Experiences

This project was one of the most technical and rewarding tasks I’ve worked on. It was my first time animating a full-body physical action using Blender, starting from blocking to final output. I chose a sword-slash motion inspired by real martial arts references and focused on capturing the timing, weight shift, and energy behind each pose. I also experimented with camera movement, facial expression, and lighting to enhance the dramatic impact. It was both challenging and fulfilling to bring everything together into a short but powerful sequence.

Observations

Throughout the process, I realized how important pose clarity and curve polishing are in physical animation. At first, the blocking looked stiff, but after adjusting the keyframes, easing curves, and overlapping motion, everything became more fluid. I also noticed how slight adjustments in rotation curves—especially in the chest, hips, and feet—could change the whole rhythm and balance of the movement. Camera angles and lighting also played a big role in selling the weight and emotion of the strike.

Findings

I learned that physical animation is not just about movement, but about storytelling through timing and motion arcs. Each keyframe should have purpose and flow. Using the Graph Editor gave me much more control over the rhythm, and depth of field helped focus viewer attention on the character. I also found that referencing real-world footage gave my animation more believability. In the end, feedback from my lecturer helped me realize how lighting and color tone can further enhance the mood. I feel more confident now in planning and executing complex action animation in Blender.


评论

此博客中的热门博文

Advanced Animation - Exercises

Motion Graphics and Compositing - Project 1: Technical and Motion Graphics Sensibilities