Run and Jump Cycle

For the previous three cycles, I did 3D, but for the last one for the run and jump, I decided to do 2D because I want to try completing a cycle in 2D alongside seeing what my skills and capabilities are when it comes to creating 2D movement cycles. I begin the run and jump cycle using Richard William’s example as a guide, sketching out each contact, down, passing, and up pose.

 

I received feedback from Aodhan; he suggested that for the run and jump, he wants us to attempt to create our own run and jump rather than imitating Richard William’s reference. I had an idea to use a volleyball spike to create an anime called ‘Haikyu,’ which I like. Before I began, I asked Aodhan if I could run and jump, reaching for an object rather than jumping over an obstacle, as he had said before. So, I tried at the run-and-jump spike.

 

During the process, I was unable to find a reference video or image that included the run, jump, spike of the ball in the air, and return to the run, so I had to use bits and pieces from several reference pictures and videos and combine them to create my run and jump spike.

 

 

 

Reference videos:

 

 

First draft of run and jump spike:

Aodhan gave me some comments on the first draft of the spike, which included extra in-between movements to enhance the anticipation rather than having the second pose hold for three frames. Also, at frame 15, the right arm that is in the air should bounce back after the spike to add a sense of realism.

After arranging the first section of feedback and tidying up the lines, I began working on adding additional distinguishing characteristics to the stickman to evoke more depth to the run and jump spike.

While experimenting with the expression and adding some secondary components, I received some further feedback from Aodhan, who advised that I include more in-between poses from frames 18 to 19, 23 to 24, and 24 to 25. He also advised that the design doesn’t have to be super detailed.

 

 

Final

 

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