Modelling was a lot of fun in this project, it was probably my favourite part of the assignment. I really enjoyed researching different designs for the room and modelling the furniture, especially the desk and the wardrobe (which you unfortunately don’t see in the animation). The models did take a while to complete but they were a lot of fun to play about with. Its one area that I really want to focus on in my portfolio, over the summer I’m thinking of doing some more models of decor or evironments as well as try and develop my ability with modelling humans. The furniture took a lot of care modelling wise, There were many redrafts of the desk and bed as it had to fit the style of the environment. As Conánn and Gianni mentioned in the feedback the French Victorian decor is really intricate with its use of patterns in the work and the frames around furniture. Méabh brought forward a design for the fleur de lis. She redesigned it and gave me the concepts so I could have some reference points. I modelled some small low poly swirls so that they could be reused through out the desk and mirror.



Joe Garhan

So CGMeetUp posts a lot of animation reels and I saw this one that I really like. I’m a big fan of in game animations and cut scenes from games. I also like the blocky style that is shown here and I want to replicate that in some of my own models. I realise that this can cause issues with mesh colliding, it takes away from the realism and it’s a low polygon count that isn’t smoothed however I like that style. I guess I find hard edges in models and animations very appealing.

Maya Notes & Tips – Modelling – Modelling A Wine Glass

Windows > general editor > visor

Tools menu (top right hand corner, looks like a cube and a hammer) > symmetry > off OR double click move tool

Soft select > good for modelling

Right click on object to select edges, object mode etc

Edge model > shift right click

Edge mode > CMD or ALT right click > you can convert selection of edges to vertices etc

Shift right click on edge mode > extrude edge

Extrude > blue do hickey thing allows you to extrude straight up

Menu > edit mesh > bevel

Edge > insert edge loop tool > double click on edge to select all edges round the object

Select tool > double click edge > to move it

object > mesh displays > under normals > hit reverse


Create > Curve Tools > Bezier Curve Tool or CV Curve Tool

once you have done outline hit Surfaces > Revolve

Maya Notes & Tips – Maya Projects – Graph Editor – Timing

  • Textures go into sourceimages


  • make grid bigger: right click grid symbol -> grid options
  • hold w/e/r + click LMB  you change the rotation or whichever then object or world


  • select all lines on the graph where you want to scale
  • shift & middle mouse you can alter your timeline to fix timing


  • H.264 not JPEG

Maya Notes & Ball Animation Notes

TRI – 3 sided polygon (BAD)

QUAD – 4 sided polygon (GOOD)

“We try to avoid triangles because they deform badly”

NGON – 5 sided polygon (BAD)

(We like QUADS because they deform nicely)

  • Remember to name your geometry – Display – Outliner – name_geo
  • Geometry – you can also get this by clicking the 3rd panel  down on the left hand side when it comes to the viewing panels


  • Hit f on the keyboard to frame something. This works with graph editor as well (it will show the whole graph).
  • middle mouse – drag one geo shape onto another to make a relationship.
  • + & – makes the arrows on the move function bigger & smaller
  • Get rid of key frames = right click whatever was KF and click ‘break corrections’
  • click on whichever axis you want to rotate on like ‘ translate 2’, once selected drag your middle mouse button on the screen to rotate.
  • Shift + P = parent and unparent
  • 4 = wireframe
  • Spacebar – click maya – up = perspective & right = right view

Ball Animation Notes & Tips:

  • Locators called name_loc
  • Shift + P = parent and unparent
  • 4 = wireframe
  • Spacebar – click maya – up = perspective & right = right view
  • right view – hold x with scale locator selected – it will pop into place – same with translate_loc – this means that 0 is the ground
  • The parent system for the ball animation and general animation is as follows, this is the order in which they will be parented.





  • Get rid of key frames = right click whatever was KF and click ‘break corrections’
  • click on whichever axis you want to rotate on like ‘ translate 2’, once selected drag your middle mouse button on the screen to rotate.


To set a basis for the ball bounce:

Frames: 1 20 35 45 52 57 60

+Y:        15 0    0   0   0   0   0

Filling in bounces:

Frames: 27 40 48 54 58

+Y:         10   7    5   3    1

Ball Jump – Anticipation Research

So i tried to add more character to a ball, to do this I wanted to experiment with anticipation as well as arcs, slow in and slow and other principles. Here is the result. There of course a lot that I can improve on but I think it’s a good start into making the ball seem a little more lively. In my future experiments I want to have slow in and slow out have more effect, as well as this I want to correct the squash and stretch as when it’s at it’s peak it would take time for it to stretch out again, in this animation I would want it to wait more at its peak like on a roller coaster ride when it hits the top of the drop it will go up slowly then slowly begin to fall and speed back up.


12 Principles of Animation – Appeal

Appeal deals with the, well, appealing look of your character. The character you design and plan on animating should be pleasing to look at, the character should have some charismatic aspect to like about them.

This applies to all characters, whether it’s the hero, villain or any other character. Appeal doesn’t just mean good looking, it also means interesting. So when it say your character should be likable it doesn’t mean that their personality should be likable it means that they are interesting to look at.

However this is hard to do since everyone has a different standard for what is appealing, for example some people would find classic Disney characters appealing whereas others would find manga or anime style art more appealing.

However, even though you cannot please everyone, giving your character a dynamic style can greatly boost its appeal.

There are 3 clear cut ways you can do this.

  1. Use a variety of shapes
  2. Proportions
  3. Keep it Simple

Use a variety of shapes; try out different shapes because you can go as crazy and wild as you want with the characters designs. Every good character design starts with a clear shape.  This also links to our second point

Play with proportions; one style that commonly messes with proportions is cartoon. Cartoonists often magnify the things we find interesting and shrink the things we find ugly or boring. Finding the aspect of a character that defines his or her personality and blowing it up, can often create a more appealing design. This again relates to our next point.

Keep it simple; too much clutter on a character can overcomplicate the character and can restrict animation of the character. This is the difference between drawing for illustration and drawing for animation. Pick only the necessary details when animating a character as you will be drawing them hundreds of times.

A good example of appeal is the Powerpuff Girls, created by Craig McCraken. They have been simplified so that the designs are simple and easy to animate, they have clear basic shapes used for the head, body, arms, legs and details and their proportions have been changed to give them more of a cute design and to clearly show that they are young girls with the big eyes, larger head and small body. Other examples of his work are, Dexter’s Laboratory, Foster’s Home for Imaginary Friends and Wander Over Yonder. Below are some Designs for the characters in these shows showing the use of the 3 rules above.

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