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.

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
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











Outcome & reflection
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