Advanced Animation/ Final Project: Physical Action Sequence Animation

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

Lim En Yu / 0354452

Advanced Animation / Bachelor of Design (Hons) in Creative Media / Taylor’s University 

Final Project: Physical Action Sequence Animation




TABLE OF CONTENTS







Instructions
Fig 1.1 Module Information



Final Project: Physical Action Sequence Animation


For this project, we are tasked to create a 5-10 second physical action animation based on video references, while also including animation for the camera and facial expression. There should be different shot framings in the animation as well. We can use either the Snow or Rain character rig from Blender for our animation, and we are allowed to download any free 3D props and backgrounds to enhance our animation. Suitable lighting should also be included in the scene and rendered in 24fps with 1280px x 720px resolution. Final submission includes storyboards and a video compilation of progression from blocking, polishing to final. 

I have looked through the action videos from the youtube channel link provided by Mr Kamal, and I finally find the one that the duration is long eonug, and I like it. It is an action that using Katana, which is the Japanese sword.
Fig 2.1 Referene video on Youtube

Firstly, I have imported the reference videos into blender, and make it into a compilation of front, back, left and right. I cropped the extra border so that all of the angle could be fit in. Also, I ensure the timing of each angle is matching for my reference.
Fig 2.2 Importing reference video inton Blender

After that, I have also found a model of Katana sword on sketchfab that I satisfied with. Then the next step will be attaching it to the character's hand. At first, I didn't know the it should be attached to the character's hand-bone, and make sure when the character's pose is already holding the Katana in the right position then only I applied the child of object constraint. So this is one of a small mistake that I have made in the beginning, but I have fixed this after I realized the sword will be moving away along the action.
Fig 2.3 Katana model

Fig 2.4 Attaching Katana to the hand

First of all, I started with a standing pose, where the character is holding the katana sword while the body slightly tilts to the right, but still faces forward. At this stage, I attached the katana to the hand by adding an object constraint, ensuring it stays in place during the animation.
Fig 2.5 Starting pose

Next, I moved on to the action of raising the katana. In this pose, the body leans slightly forward with a bit of a hunched posture, showing focus and tension. At the same time, the front hand is lifted, getting into a “ready” stance as if preparing for the next move. The character is also in a squatting position, which helps emphasize the grounded and powerful feel of the pose.
Fig 2.6 Raising up the katana

Following that, the next pose focuses on the rotation of the shoulders and upper body. The character’s chest is slightly twisted, creating a sense of torque and tension in the pose. The leading shoulder (the one holding the katana) is rotated back, while the opposite shoulder is pushed forward, giving the impression that the character is about to swing or strike. This rotation adds a lot of energy and direction to the pose, helping guide the viewer’s eye and enhancing the flow of the action.
Fig 2.7 Rotation of shoulders

The focus is on the leg positioning using IK (Inverse Kinematics). During the process of striking, the front leg is firmly planted on the ground, helping to anchor the character’s stance, while the back leg is extended and slightly lifted, showing forward momentum and balance.

By using IK for the legs, I was able to lock the foot position during contact, which made it easier to adjust the body and hip movement without affecting the grounded leg. This pose adds weight and intention, as the character appears to be either stepping forward or preparing to strike.
Fig 2.8 IK legs

Other than that, I also used the Graph Editor to carefully adjust the arm movements, since the character needs both hands to hold the katana properly. Fine-tuning the keyframes helped me ensure that the grip feels natural and synchronized, with both arms working together to support the weapon. This was important for maintaining proper tension in the pose and making the sword stance feel stable and believable.
Fig 2.9 Rotation of arms using graph editor #1

There are a lot of pose that swinging the sword, which I would need to use the Graph Editor to fine-tune the arm movement during the sword swing. This part of the action involves a fast and powerful motion, so it was important to carefully adjust the keyframes to create a smooth and dynamic arc. The Graph Editor allowed me to control the timing, spacing, and follow-through, making sure the swing feels natural and carries the right amount of force. This adjustment helped enhance the overall impact and fluidity of the motion.
Fig 2.10 Rotation of arms using graph editor #2

For the environment, I wanted something that matches the overall vibe and context of the animation. Since the katana is a traditional Japanese weapon, I decided to go with a dojo setting to reflect its cultural origin and create a fitting atmosphere.

I spent some time browsing through various dojo models online, and although many of them were paid assets, I eventually found a free dojo model that suited my needs. It had the right look and feel, and I was satisfied with how well it complemented the tone of the animation.
Fig 2.11 Dojo model

After I have downloaded and imported the scene into blender, I have to replaced the texture manually one by one. I not only download the building, but also extra decorations like the katana stand and woodent dummy.

I have duplicated the wooden dummy and placed them accordingly to make the dojo looked more like a training space. Also, the katana stand has been placed in the center of the caligraphy scroll.
Fig 2.12 Reattached the material

Fig 2.13 Placing the building

Fig 2.14 Placing the wooden dummy

Fig 2.15 Placing katana stand

For the facial expressions, it conveys intense focus and determination. The eyebrows are angled downwards, creating a furrowed brow that suggests concentration and readiness. The eyes are wide and locked forward, showing a sense of alertness, as if anticipating the next move or strike. The mouth is slightly clenched, further emphasizing tension and control. When the moment he swings the sword with full force, his mouth is opened as well to emphasize on the impact.
Fig 2.16 Adjusting facial expressions

Lastly, I focused on controlling the camera movement to enhance the impact of the animation. At the beginning, I used a wide shot that transitions into a close-up, helping to establish the scene and draw attention to the character’s expression and pose.

When the character starts moving, I cut to another camera to shift the viewer’s focus and create a more dynamic feel. From there, the camera follows the character’s movement, making the action more immersive and engaging. This approach adds energy to the scene and helps highlight key moments in the animation.
Fig 2.17 Controlling camera movements


Final Project: Physical Action Sequence Animation

Fig 2.18 Final Project: Physical Action Sequence Animation



Feedback


The angle of the Kartana sword should be aware of, if the angle of sword looked lagging, will make the whole animation looked weird and choppy. After adjusting it looked much better.




Reflection

This final project was both challenging and rewarding for me. I felt excited choosing a katana action because it gave me a chance to explore something I really enjoy. At times, I struggled, especially when I realized the katana wasn’t properly attached and the sword swings didn’t look right. It was frustrating, but fixing those issues taught me a lot and gave me a sense of progress.

What I enjoyed most was seeing the character come to life, especially through facial expressions and camera movement. I felt connected to the animation on a deeper level. When I received feedback about the sword angle, I was a bit discouraged at first, but after adjusting it, the improvement was clear and I felt proud of how far the animation had come.

This project reminded me why I enjoy animation so much. It’s not just about getting it right, but about learning, improving, and expressing something through movement. Although the process might be really hard and struggling but this is the part of  improvement! YAYY!!





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