Project 1 – Planet Animation
September 15, 2025
Tutorial Animation
Changes
Modified the planet's speeds so their orbital period is correct relative to each other.
Primary Data Source


Modified the planets' orbital inclination (Note Pluto) and axial tilt (Note Uranus) to be closer to that of the actual solar system.
Primary Data Source
Added a sphere light at the sun such that the planets are only lit on the side facing it.


Added textures for all planets and the sun.
Texture Source
Modified Animation
Project 2 – Treasure Chest
September 30, 2025
Reference Images



Model Images












Wireframe
Render
Project 3 – Bouncing Ball
October 16, 2025
Storyboard
This animation is inspired by the Greek myth of Sisyphus, who is punished and forced to roll a boulder up a hill forever. Here, the bouncy ball takes the role of Sisyphus. The ball stretches, then begins to roll the ball up the hill. The ball and boulder are both rolled offscreen, but the attempt clearly fails, as the ball comes tumbling back into frame, followed by the boulder, crushing the ball. Then, the animation loops as the ball begins another attempt.

Principles
Squash and Stretch
The ball squashes and stretches as it impacts various surfaces and launches itself upward. It also stretches in preparation for pushing the boulder up the hill. In contrast, the boulder does not squash or stretch, emphasizing the difference in material between them.



Staging
The action of the animation is limited to a single position. However, this is used to emphasize and help the viewer predict the next events. The ball and the boulder are placed roughly at the 1/3 and 2/3 points on the screen to emphasize the main actors in the animation. The boulder is rolled up the hill and off the screen to the right. There are several seconds where nothing is occurring on screen to add some tension, before the ball plummets back into the frame. This is used to show that the ball is no longer in control of the boulder, and that the actors are definitely subject to gravity in this world. This helps to prepare the viewer for the boulder’s return and subsequent smashing of the ball.


Arcs
Arcs are used for the motion of the ball, in particular during the free fall at the end, to show that the ball is no longer in control. It has given up trying to stop itself, and is simply at the whims of gravity. This also gives it a more realistic movement



Timing
Moving the boulder up the hill is intentionally made a slow process to emphasize that this is a difficult task. The high speed at which it comes down later is also used to show that the boulder is out of control and a danger. There is also some time between the ball and the boulder coming down, intended to build some anticipation for the boulder’s arrival




Animation
Project 4 – Rube Goldberg
November 6, 2025
Storyboard

Objects

Ramp
Hinges


Catapult
Funnel


Button
Video
Project 5 – Domino Scripting
November 20, 2025
Final Project – Ship Repairs
December 12, 2025
Description
This animation features a scene where the character encounters a break in his spaceship/station. He performs a hasty manual repair, before the station fails and the character is sucked out into space. They then stare wistfully out into space, because what else can they do?

The ship assets used in this animation are taken from here:
https://sketchfab.com/3d-models/space-station-modular-assets-student-work-538f1b2403da4074ad7424f29974bae3The assets are modular, allowing for easy creation of a custom environment and animation.: untitled post 2
Due to a personal love of space, I wanted to put my final animation in a space environment. I originally planned to do a zero-gravity environment, but struggled to make it look good. As such, I just used a low-gravity environment until the station breaks, and the character is swept out into space.


Despite the character being made out of seemingly hard materials, I decided to give them significant squash and stretch, as well as exaggerate many motions so the character could emote properly. I also gave the character a visor to assist with this, serving to try and mimic eyes with the helmet.
This animation was rendered in Arnold, allowing me to play around with lighting more than previous projects. In particular, there are several points where I used the mask of the character to reflect the scene to add more dynamics to the camera.
