University

3D Motion and Animation

A university character-animation project following Neka and Liam through a late-night office scene, developed to explore animation principles, staging and storytelling.

Final-lit frame of Neka working at her desk in a dim office

CONTEXT

University project

MY ROLE

Concept development, storyboarding, character animation, lighting and rendering

TOOLS & SOFTWARE

Maya

Houdini Mantra Renderer

Blender

Adobe Illustrator

Adobe Photoshop

Adobe After Effects

The brief

Create a 30-second 3D animated short that demonstrates animation principles, production workflows and creative problem-solving developed throughout the course. The assignment called for a cohesive narrative showcasing conceptualization, character animation, visual dynamics, rendering and storytelling.

At the start of the semester, the assignment was framed around a story with at most two characters and one or two props, against a white background so the animation principles would read clearly. The brief later expanded toward a full 30-second short film, but that version was discontinued because of timing.

The initial idea was a fight between two characters. It felt too ambitious alongside coursework and freelance projects, so the scope shifted toward downloaded characters and props.

The final story follows Neka, an overwhelmed woman working late in an office, and Liam, an unserious character who teases her. As he laughs, he notices she has left her chair; she reappears with a gun, corners him and the film cuts out.

Process & exploration

Introduction to 3D animation

3D animation brings digital objects and characters to life by adding movement to static 3D models. Rigging provides a digital skeleton; animators shape motion with keyframes or motion capture and principles such as weight, anticipation and follow-through.

A typical pipeline moves through concept development, storyboarding, modeling, rigging, layout, animation, lighting, rendering, compositing and final output. Since the models and rigs were downloaded for this project, modeling and rigging were not part of my production pipeline.

Animation principles explored

The project research covered ease in and ease out, arcs, anticipation, secondary action, follow-through and overlapping action, straight-ahead and pose-to-pose approaches, staging, timing and spacing, appeal, believable cause and effect, exaggeration, squash and stretch, and solid form.

These principles informed the character performances: gradual acceleration and deceleration, curved natural movement, clear anticipation, secondary motion, readable staging, controlled timing and expressive exaggeration.

Concept development

At the start of the semester, the assignment was to tell a story with no more than two characters and one or two props, against a completely white background so the animation principles would be clear. The brief later expanded into a full 30-second short-film assignment, but that larger brief was discontinued because of time.

My first idea was a fight between two characters. It became too ambitious alongside classwork and freelance projects, so I changed direction and used downloaded characters and props.

The final story is set at night. Neka is overwhelmed by work at her desk, and Liam makes fun of her until she leaves the chair. He laughs, then looks back and finds her gone. She approaches with a gun, corners him, and the film cuts out.

Visual development

I chose a stylized look to practise character animation. Neka and Liam were downloaded from the same Gumroad creator, so they share a style. I wanted Neka to feel more serious and Liam to feel deliberately silly, using the stretchy rig to exaggerate his movement.

I downloaded a scaled office room from Sketchfab and focused on the single desk area used in the storyboard. The textures gave me trouble when imported into Maya, so I kept their flat colors because the environment was secondary to the character action.

Storyboarding

The sequence uses three shots. First, Neka becomes frustrated when her computer stops working; Liam appears, checks the computer and laughs while she looks back at him. Second, a top-angle close-up shows Liam still laughing and unaware that she has left the chair. Third, a wider shot shows Neka waiting behind him; when Liam turns, he gets scared and backs into a corner before she pulls out the gun.

I initially wanted one continuous shot, then changed the plan because the props would cover too much of the scene and the sequence needed more visual interest. I combined the first storyboard into a timed animatic. With no dialogue, sound was intended to carry much of the final brief.

Animation passes and feedback

After blocking, I switched the interpolation to spline so I could refine the movement and timing. In the first polish pass, I smoothed the motion and added camera angles after reviews showed that the limited coverage made the pacing feel less fluid.

After another review with peers and professors, I darkened the room because the bright scene lacked convincing shadows. I made the computer reflect direct white light, then refined the hair animation, reduced visible clipping and fixed erratic movement.

Animation principles considered

Ease in and ease out — gradual acceleration and deceleration make motion feel natural. Arcs — curved paths add fluidity to most natural movement. Anticipation — a preparatory action helps the audience read what comes next. Secondary action — supporting motion, such as hair moving while a character walks, enriches the main action.

Follow-through and overlapping action — motion continues through connected parts at different rates, like a ribbon’s lead, middle and trailing end. Straight-ahead and pose-to-pose — one approach builds motion sequentially; the other defines key poses and fills the intervals. Staging — positioning and timing direct attention to the story’s focal point.

Timing and spacing — frame timing conveys speed, weight and mood; spacing controls how far motion travels between keys. Appeal — character design and performance should connect with viewers. Believable cause and effect — actions should read clearly. Exaggeration — emphasizing motion can make it more expressive.

Squash and stretch — compressing and elongating forms communicates force and flexibility. Solid form — understanding three-dimensional shape helps characters and scenes retain volume and feel tangible.

Technical notes

Some character rigs were outdated, unavailable, mismatched to the software version, missing textures or unstable enough to crash Maya. The office textures also did not import cleanly. Maya’s default CPU rendering took too long, so I switched to GPU rendering.

The source page notes that simulations and hero renders were made in Houdini Mantra Renderer and Blender, texturing in Illustrator and Photoshop, and compositing in Blender and After Effects.

Challenges and reflection

Getting timing right remained difficult, even after studying the principles. The process made me notice how many small details in movement are easy to take for granted.

Changing the storyboard midway caused pacing problems. I should have planned the pacing more carefully at the start, and I want to make the story clearer so the ending feels intentional rather than confusing.

References

https://www.autodesk.com/solutions/media-entertainment/3d-animation

https://www.cgspectrum.com/blog/guide-to-animation-pipeline

https://en.wikipedia.org/wiki/Storyboard

https://www.studiobinder.com/blog/what-is-a-storyboard/

https://the12principles.tumblr.com/

https://www.animationmentor.com/blog/timing-the-12-basic-principles-of-animation/

https://11secondclub.com/

Selected project images

Final-lit frame of Neka working at her desk in a dim officeCharacter rigging interface with a dragon modelAnimation production pipeline diagramNeka seated at her computer during the storyboarded sceneLiam character in a Maya rigging poseScaled office environment reference from SketchfabLiam character in an exaggerated stretched poseHand-drawn storyboard pageNeka and the office desk during animation blockingTop view of Liam laughing on the floorOffice scene camera and character blocking

Outcome & reflection

The final render combines simulations and hero renders made in Houdini Mantra Renderer and Blender, texturing in Illustrator and Photoshop, and compositing in Blender and After Effects.

Have a project in mind? Let’s talk ↗

More ideas. More possibilities.

NEXT PROJECT

AdIndia Website Redesign — project cover

A complete Ad India Advertising website and brand identity redesign, created during my internship and implemented in Wix with custom code.

LOADING YOUR EXPERIENCE