The workflow checklist was insightful from this lesson. I had struggled with managing my animations before and had often jumped from blocking to spline and worked on different body parts at different stages.

Advanced Body Mechanics: Planning
For the body mechanics animation, I wanted to try a character with a sword, inspired by a game character. Below are the reference and planning for the shot.


- For my planning I focused on the overall timing first. Looking at my reference, I assigned the frame numbers with the key poses.
- For the complicated movement of the flip, I made detailed pose breakdown, keeping in mind where toe and palm touch the floor.
- I added a pause before the head lift up.
- For the second half I exeprimented with a few sword movements for the initial planning.