In this week I have been focused on adjusting the blocking of my animation with the weekly feedback, and gradually moving onto making my animation SPLINED. Here are some notes I have done below.
A few adjustments I have done based on the feedback:
- Giving time for my character to observe the mushroom
- Rotating the root when she is doing the jump
- Try to avoid the overlapping poses



Cleaning up order:

Tips for Splining: How to avoid “Spline Depression” – YouTube
- Breaking down shots into manageable chunks
o Bring things under-control
o Working in frame chunks, or body chunks - Using the arc tracker
o The action should please the vision - Don’t allow the computer to decide things which I can decide
o Working with the Graphic Editor - Sometimes the best way forward is to delete keys
o Re-blocking or re-animating some shots if they look confusing - Auto/Linear Tangents can prevent unnecessary overshoot
o Manually checking the graphic editor

Splining Tutorial 1: Make Curves Pretty : Splining 101
- Selecting everything first
o Key every two frames
o Working with setting showing ‘AUTO &AUTO’, turning blocking to AUTO as well–> it’s splined

– Starting from the transformation and rotation of the root

o Picking a nice section and make it digestible
o Work section by section with all controllers
o 30-40 frames each time?
o Thinking what my character is thinking
o Looking for whooshing motion, tightening everything
o Do nice clean shape of the graph
Splining Tutorial 2: Animation Tutorial with Pro Animator – Part 3: Splining
- Converting all keys into AUTO-TANGENT
- No need of my reference
- Translate X: Moving towards the camera
- Deleting unimportant keys
- Translate Y: It shows the weigh of the character which is the most important one

- Do nice smooth curve & movement by deleting keys
- Go through each curve but only for this mover is the most important one, which drives everything
- Polishing on more important parts, like head, instead of unimportant area like knees.