







The goal
In my second year at university, we made several short 3D animations at 25 fps, each no longer than 15s. This introduced us to CAT rigs and animating using 3Ds Max. It was my first time ever animating in 3D.
We were asked to create:
– a 10s clip showing someone dealing with weight
– a 10s clip showing a bouncy ball going through an obstacle course
– a 10s clip showing a fight or a dance
– a 15s clip of a face talking along to audio of our choice
What did I do?
Animating and exporting
– I made my animations in 3Ds Max.
– Once I’d planned each animation, I started by setting up key frames every second, then every half a second, then all the gaps in between. This let me plan my timing and placements, which was helpful for things like footstep timing.
– I exported the rigs and scenery as fbx files and imported them into Unreal. It was my first time working with Unreal engine, and while it was a steep learning curve, I was able to manage setting up my animations and troubleshooting any issues I came across. I set up cameras to film the animations within Unreal and exported them as png sequences.
– However, the facial rig (Tito) cannot be exported from 3Ds Max, as it is made with a turbosmooth modifier, so I made the entire audio sync animation within 3Ds Max itself.
– I learned to keep the environments of the animations simple, as they represent animation blockouts rather than a finished scene in and of itself. That means the focus should stay on the movements, placement and timing of the character, rather than the scenery around them.
Video
– I made my video in DaVinci Resolve.
– I found music to accompany the animation (credit below) and set up a frame counter for each short video.
Animations evaluated
Bouncy ball
I think the most important principle of animation I used here is the squash and stretch principle. It makes the ball appear flexible and as though it has a consistent volume. The exaggeration of it gives the ball some character and makes it more appealing to the viewer.
I also made the camera follow the ball through the course to keep the viewer’s eye fixed on it.
Weight
I set up IK targets on the rig’s palms, linked to the handle, which makes the pulling look much more convincing. I
The most important principle for this animation was the arcs of the character’s limbs when he pulls at the weight, as it makes it appear realistically heavy, or the anticipation I built up before the character pulls the weight.
I set the camera up to look over the character’s shoulder to give the viewer a sense of empathy with him and his struggle.
Fight
I made a second CAT rig – one without an arm – for the black knight in this fight. Then, in 1 frame, I switched the two, adding a separate arm I modelled, so that his arm could appear to be cut off. It was an interesting challenge to figure out how to model and rig the arm to make it fall believably. I used IK targets to link the character’s arms to the swords.
The most important principle in this animation is the timing. The swings of the swords need to start slowly and end abruptly to give the impression of them being attacks with real weight behind them.
I set up the lighting to be dramatic, with long shadows, and the camera to pan slowly around the fighters to add a sense of flair and excitement to the scene.
Audio/face
I made this animation twice. I started with an audio clip that had more words but was much less expressive, and I didn’t like how emotionless it felt when I finished it, so I chose to do the Ghostbusters audio instead.
I think the most important principle for this animation is exaggeration. I tried to emphasise each movement of the face to convey emotion.
I kept the camera angle single and off to the side. During the original movie clip, it cuts rapidly, but I wanted the focus to stay plainly on the face to show each movement.
The result
This was my first time animating in 3D, and I thoroughly enjoyed the experience the whole way. I hope to work with more animation in the future, eventually following the process all the way from the skeleton to manipulating the mesh on top.
What did I learn?
I learned:
– The 12 principles of animation and how and when to apply them effectively.
– How to place and move a camera around a shot to achieve the desired emotional impact.
– How to animate a skeletal rig to give the impression of life and weight.
– How to put together and export animations in and from Unreal engine.
– I learned not to add much detail to an animation blockout scene, and focus instead on the timing and movement of the rig.
Credits
Music
Bensound
License code: EVZQS78DHWP4CAUT
Artist: Benjamin Tissot
Audio/face
Audio: Ghostbusters.net (2011) Ghostbusters – This Chick Is Toast, YouTube. Available at: https://www.youtube.com/watch?v=E0Yx4dhulh0 (Accessed: 28 November 2025).
Face rig: Tito face rig created by Enrique Gato.
Fight scene
el toro (2014) ‘Monty Python – The Black Knight – Tis But A Scratch’, YouTube. Available at: https://www.youtube.com/watch?v=ZmInkxbvlCs. (Accessed: 10 December 2025).
