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Maya with George

Week 2 – Pendulum

This week’s task was to plan and animate a simple pendulum motion, keeping the movement side-to-side only, in side profile, within a 100-frame limit. The focus was on planning the timing clearly before animating in Maya.

I planned the pendulum by drawing key positions across the timeline, marking important frames where the pendulum reaches each extreme and passes through the centre. The spacing between drawings changes to show how the pendulum moves faster through the middle and slows down at the ends. I noted that longer spacing means more frames, which helped me visualise timing and rhythm more clearly.

This exercise helped reinforce the importance of planning motion paths and timing before animating. Keeping the shot simple made it easier to focus on weight, flow, and realistic movement, which I can now apply when animating the pendulum in Maya.

I need to focus more on creating clear C-shapes and S-shapes in the motion.

The small ball should always follow the top part of the pendulum, not move ahead of it, otherwise the motion feels illogical.

The top section must always lead the movement, with the rest of the pendulum following afterwards. The secondary parts should never be positioned ahead of the leading part, as this breaks the sense of physical logic and weight.

Feedback of the bouncing ball (Week1)

I need to clearly define the arcs of the movement. Each bounce should have a smaller arc and a shorter gap than the previous one, as they are currently too large or remain the same size.

I also need to use the motion trail correctly, making sure it matches exactly what is shown in the Graph Editor, so the motion reads clearly and consistently.

Categories
Maya with George

Week 1 – Bouncing Ball

This week I worked on a bouncing ball assignment that focused on planning rather than execution. Beforehand, I thought animation was mainly about the act of animating itself, but this exercise made it clear how crucial preparation is for creating believable motion.

By first creating a hand-drawn timing chart, I was able to better understand the relationship between height, speed, and time. The first drop of the ball starts high and fast, suggesting strong energy. With each subsequent bounce, the ball clearly loses energy, which is visible in the lower bounces and shorter arcs. Planning these moments helped me think more consciously about timing and spacing before I even started animating.

From the feedback, I learned that slow movement requires more frames and fast movement fewer, something I did not take into account enough in my initial planning. I was also missing some arcs and was not yet making enough use of tools such as the motion trail, which helps visualize movement more clearly.

I also gained insight into how subtle details make a big difference. My squash and stretch was too strong, and it was recommended to completely remove this effect after the third bounce. Each bounce should also become smaller until the ball eventually starts to roll. Finally, I learned how important proper cleanup in the Graph Editor is, by removing unnecessary keys at the end and adjusting the midpoint so the ball realistically slows down after each bounce.