Unit Five
In this unit, students are introduced to animation principles and how they are applied in 3D. They learn how to set keyframes, adjust timing, and create smooth, believable motion. By the end, they will create a short animation using their prop or a simple object.
Topics Covered
- 12 principles of animation (focus on squash & stretch, timing, anticipation)
- Keyframes and interpolation in Blender
- Dope sheet and graph editor basics
- Animating simple objects and props
- Exporting short animation loops or playblasts
- Critiquing and refining motion for believability
Assignments
Learning Report
Objectives
- Demonstrate knowledge of keyframe animation and timing
- Apply at least two classical animation principles in practice
- Animate a simple prop or object with smooth motion
- Export and render a short animation loop
- Upload to portfolio with reflection on animation process
Materials
- Blender installed on classroom computers
- Student’s modeled prop from Unit 4
- Notebook or digital journal for planning and notes
Assessment
Students are assessed on their ability to animate an object or prop with clear timing, smooth interpolation, and evidence of classical principles (e.g., squash & stretch, anticipation). Final render and reflection must be posted to portfolio.
Activities
Students complete guided exercises starting with a bouncing ball, then progress to animating their prop or a similar object. They refine motion using the graph editor, critique in class, and export a final looping render.
Education Standards
The following standards are drawn from the 2024 AME Industry Skills Framework:
- 1.4 — Apply principles of art, design, and composition to creative works
- 2.2 — Use industry-appropriate terminology when presenting work
- 10.3 — Visualize ideas using storyboarding and iterative methods
- 10.5 — Refine work through multiple drafts and apply feedback
- 17.4 — Apply principles of animation to objects and characters