Character & camera animation
Keyframe characters and cameras to a timing and pose spec.
20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.
- Typical applications
- Maya · Blender · Cinema 4D
- Class GUI-need label
G3· GUI-only
Task proposals · 20
Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.
R06.06.03.02-T01 Animate a 24-frame looping walk cycle
Original instruction
Using the rig in fixtures/walker_rig.ma, animate an in-place 24-frame walk cycle at 24 fps: left foot contact at frame 0, right at 12, passing poses at 6 and 18, arm swing opposite to legs, hip bob with lows at the down poses. Frame 24 must equal frame 0 so the cycle loops. Save output/walk_cycle.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcuts- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
mayapy evaluates frames 0-24: contact foot world velocity <= 0.5 cm/frame during each contact phase (GT windows); contacts at 0 and 12 (+/- 1 frame); pose at 24 = pose at 0 (all controls within 1e-3); hip height minima at down poses; arms counter-phase (correlation <= -0.7). Script Editor, commandPort and agent-side mayapy disabled; command history scanned.
Proposed partial credit
25% contacts timed; 30% no foot slide; 20% loop closes; 25% hip bob and arm counter-swing.
R06.06.03.02-T02 Animate a 3 m dolly-in with ease in and out
Original instruction
In fixtures/office_shot.blend, animate camera 'CAM_A' to dolly 3.0 m straight toward the subject along its view axis between frames 1 and 96 (24 fps) with ease-in/ease-out (Bezier auto-clamped), no roll and no change in focal length. Save output/office_dolly.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrykey· Shortcutsclick· Point & click- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 2 / 5
Proposed verifier
bpy samples frames 1-96: total displacement 3.0 +/- 0.02 m along the initial view axis (lateral drift <= 1 cm); velocity zero at ends and peak near frame 48 (+/- 6); roll = 0 +/- 0.1 deg; focal length constant. Blender's Python console, Text Editor and --python are disabled for the agent; the Info log is also scanned for scripted keyframe_insert.
Proposed partial credit
40% distance and direction; 30% ease profile; 20% no roll; 10% lens untouched.
R06.06.03.02-T03 Clean foot slide and knee pops from a mocap clip
Original instruction
fixtures/mocap_jog.fbx (240 frames, retargeted to the studio rig in fixtures/jog_rig.ma) has 3 foot-slide events and 2 knee pops (GT frames in notes/mocap_issues.txt). Fix them with animation layers in Maya or MotionBuilder so feet lock during contacts and knee angles are continuous, changing nothing else beyond 4 frames of each issue. Save output/jog_clean.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · MotionBuilder
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
vis· Visual judgmentgeom· Precise geometrykey· Shortcuts- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Contact-foot velocity <= 0.5 cm/frame within each GT contact window; knee angle second derivative below GT threshold at popped frames; outside issue windows +/- 4 frames joint rotations within 0.5 deg of input; animation layer(s) present (edits not baked into base). Maya's Script Editor/commandPort/mayapy and MotionBuilder's Python Editor are disabled; .ma writes outside Maya are logged and fail.
Proposed partial credit
35% foot slides removed; 30% knee pops removed; 25% rest of clip unchanged; 10% layered workflow.
R06.06.03.02-T04 Animate a bouncing ball with decay and squash
Original instruction
In fixtures/ball_scene.blend animate 'Ball' (radius 0.25 m) bouncing 3 times across the floor from frame 1 to 72: each bounce height 60% of the previous starting at 1.5 m, constant forward speed, squash at contact (height/width 0.7 +/- 0.1) and stretch on fast frames. Save output/ball_bounce.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya · Cinema 4D
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrykey· Shortcutsvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 2 / 5
Proposed verifier
Ball centroid per frame: 3 ground contacts; apex heights 1.5, 0.9, 0.54 m (+/- 5%); each airborne arc fits a parabola R^2 >= 0.98; forward speed CV <= 5%; contact-frame scale ratio 0.6-0.8; volume roughly preserved (scale product 0.9-1.1). Scripting is disabled in each app (Blender Python console/--python, Maya Script Editor/mayapy, C4D Script Manager/c4dpy); Info log also checked for scripted keys.
Proposed partial credit
30% bounce heights; 30% parabolic arcs; 20% squash/stretch; 20% constant forward speed.
R06.06.03.02-T05 Lip-sync a head rig to a dialogue line
Original instruction
Lip-sync fixtures/talker_rig.ma to input/line_07.wav (synthetic voice, 4.2 s) using the viseme controls (AA, EE, OH, OO, MBP, FV, L, rest). Mouth closes on every M/B/P, jaw opens with loud vowels. Save output/talker_lipsync.ma (24 fps).
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
av· Audio/video over timekey· Shortcutsvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
GT phoneme alignment (forced aligner) maps to visemes: >= 85% of visemes have the matching control peak within 2 frames; every MBP closure reaches lip gap <= 1 mm within 1 frame; jaw opening correlates with audio RMS envelope (r >= 0.6). No audio-driven auto-lipsync plugins in the scene graph. Maya Script Editor/commandPort/mayapy and Blender Python console are disabled; .ma writes outside Maya are logged.
Proposed partial credit
45% viseme timing; 25% MBP closures; 20% jaw-energy correlation; 10% rest between phrases.
R06.06.03.02-T06 Block six storyboard poses on exact frames
Original instruction
Using the rig in fixtures/hero_rig.blend and boards ref/storyboard_sc12/ (6 panels with frame numbers 1, 18, 30, 52, 70, 96), block the key poses in stepped interpolation so each pose matches its panel silhouette from camera 'CAM_sc12'. Save output/sc12_blocking.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcuts- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
At each key frame: rendered character silhouette from CAM_sc12 IoU >= 0.85 vs GT pose silhouette; GT major joint angles within 12 deg; interpolation stepped; keys exactly on the 6 frames (extra breakdowns allowed). Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; Info log checked for scripted keys and .blend writes outside Blender logged.
Proposed partial credit
50% silhouette IoU per pose; 30% joint angles; 20% timing and stepped keys.
R06.06.03.02-T07 Frame a camera on the rule of thirds with a focus target
Original instruction
In fixtures/product_table.c4d set camera 'Hero_Cam' to a 35 mm lens and frame the product so its GT bounding center sits on the right-third vertical line (+/- 2% frame width) and upper-third horizontal line, horizon level, with depth of field focused on the product's front label (f/2.8). Render frame 0 to output/hero_frame.png.
- Platforms
mac· macOSwin· Windows- Applications
- Cinema 4D · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Scene parsed (c4dpy export by grader): focal length 35 mm; projected product center at x = 0.667 +/- 0.02, y = 0.333 +/- 0.03; camera roll 0 +/- 0.3 deg; focus distance equals camera-to-label distance within 2 cm; f-stop 2.8. Render exists at project resolution. Cinema 4D's Script Manager/Python console and agent-side c4dpy, and Blender's Python console, are disabled; outside file writes are logged.
Proposed partial credit
20% lens; 40% thirds placement; 15% level horizon; 25% focus distance and aperture.
R06.06.03.02-T08 Polish blocking to spline without pops or overshoot
Original instruction
fixtures/sc08_blocking.ma has stepped blocking for a 120-frame reach-and-grab. Convert to spline, fix the 3 gimbal flips (GT frames), remove overshoot so the hand never passes through the table top (y >= 0.76 m), and keep all key poses on their original frames. Save output/sc08_spline.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
path· Continuous pathvis· Visual judgmentkey· Shortcuts- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Tangents not stepped; at key frames poses within 0.5 deg of blocking; no Euler discontinuity > 90 deg/frame on any rotate curve; hand effector y >= 0.76 m on all frames; per-joint angular acceleration below GT jerk threshold. Maya's Script Editor, commandPort and mayapy are disabled; graph-editor history checked; scripted curve filters flagged.
Proposed partial credit
20% spline conversion with poses kept; 30% flips removed; 25% no table penetration; 25% smoothness.
R06.06.03.02-T09 Add follow-through to ears and tail
Original instruction
The body animation of the fox in fixtures/fox_hop.blend is final. Animate the ears (2 bones each) and the tail (5 bones) with overlapping action: each segment lags its parent by 2-4 frames and settles within 12 frames of each landing. Do not change body controls. Save output/fox_overlap.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
path· Continuous pathvis· Visual judgmentkey· Shortcuts- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Cross-correlation lag between parent and child bone angular velocity is 2-4 frames for every segment; tip amplitude decays to < 20% within 12 frames after each GT landing; body control curves identical to input; no physics/spring add-ons in the file. Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; .blend writes from outside Blender are logged and fail.
Proposed partial credit
45% lag cascade; 30% settle after landings; 25% body untouched.
R06.06.03.02-T10 Animate a character picking up and carrying a box
Original instruction
Using fixtures/porter_rig.ma and box 'Crate', animate frames 1-120: approach (1-30), crouch and grab (30-40), lift (40-70), carry 2 m (70-120). Use the IK hands' space switch so the box is held by both hands from frame 40, with no slipping or interpenetration and feet planted when stationary. Save output/porter_pickup.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcuts- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Frames 40-120: both palm contact points within 1 cm of box handles and relative slip <= 2 mm; hand-box penetration <= 2 mm; box world path continuous; planted-foot velocity <= 0.5 cm/frame in GT stance windows; box displaced 2 +/- 0.1 m by frame 120. Maya's Script Editor/commandPort/mayapy and Blender's Python console/--python are disabled; .ma writes from outside Maya are logged and fail.
Proposed partial credit
30% contact and grip; 20% no slip/penetration; 20% planted feet; 30% beat timing and displacement.
R06.06.03.02-T11 Run a character along a spline path in Cinema 4D
Original instruction
In fixtures/runner_path.c4d make the runner rig follow spline 'Track' for 240 frames using an Align-to-Spline setup and a cycled run (from the provided 16-frame run clip in the Motion System), adjusting speed so feet do not slide on the curved sections. Render a 10-frame proxy check to output/run_proxy/.
- Platforms
mac· macOSwin· Windows- Applications
- Cinema 4D
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickvis· Visual judgmentgeom· Precise geometry- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Exported Alembic (grader via c4dpy): root stays within 5 cm of the spline; heading tangent to spline within 5 deg; contact-foot velocity <= 1 cm/frame on straight and curved sections; run cycle phase continuous across loops; completes the path by frame 240 (+/- 2). Cinema 4D's Script Manager, Python console and agent-side c4dpy are disabled; .c4d writes from outside the app are logged and fail.
Proposed partial credit
30% path following; 15% heading; 40% no foot slide incl. curves; 15% timing.
R06.06.03.02-T12 Add a handheld camera shake to spec
Original instruction
Add handheld shake to camera 'CAM_B' in fixtures/street_shot.blend (frames 1-240) on top of its existing move: translation noise 1-2 cm RMS dominant 1.5-3 Hz, rotation noise 0.3-0.6 deg RMS, roll under 2 deg peak, using F-curve modifiers or a parented null. Keep the base move unchanged. Save output/street_shake.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya · Cinema 4D
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & formsvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
bpy samples camera world matrix: residual vs original move has translation RMS 1-2 cm, spectrum peak 1.5-3 Hz; rotation RMS 0.3-0.6 deg; |roll| <= 2 deg; low-pass (< 0.5 Hz) residual <= 0.3 cm, meaning the base move is preserved. Scripting is disabled in each app (Blender Python console/--python, Maya Script Editor/mayapy, C4D Script Manager/c4dpy); .blend writes outside Blender are logged.
Proposed partial credit
30% translation amplitude/frequency; 30% rotation amplitude; 15% roll limit; 25% base move preserved.
R06.06.03.02-T13 Retime a shot to a shorter edit with fixed beats
Original instruction
Editorial cut sc21 from 120 to 96 frames. Retime the animation in fixtures/sc21_anim.ma so the 5 story beats (GT frames 12, 40, 66, 90, 110) land on 10, 32, 53, 72, 88, keeping key poses intact and arcs smooth; camera follows the same retime. Save output/sc21_retimed.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropkey· Shortcutsvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Pose at each new beat frame equals the original beat pose within 0.5 deg/1 mm; shot ends at 96; no frames with velocity spikes > 2x the original max; camera relationship to character at beats unchanged within 1 cm; Time Warp or key retime both accepted. Maya's Script Editor/commandPort/mayapy and Blender's Python console/--python are disabled; .ma writes from outside Maya are logged and fail.
Proposed partial credit
50% beats on new frames; 20% length 96; 20% smoothness; 10% camera retimed consistently.
R06.06.03.02-T14 Animate a physically plausible standing jump
Original instruction
Animate fixtures/athlete_rig.blend performing a standing broad jump of 2.0 m (heel to heel) between frames 1 and 72 at 24 fps: anticipation crouch (>= 8 frames), take-off, ballistic flight, landing absorption. The flight must obey gravity 9.81 m/s^2. Save output/athlete_jump.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcuts- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Center of mass (GT mass weights) during flight fits a parabola with vertical acceleration 9.81 +/- 0.8 m/s^2 (R^2 >= 0.99) and constant horizontal speed (CV <= 5%); jump distance 2.0 +/- 0.1 m; crouch >= 8 frames before take-off; knee flexion >= 40 deg on landing. Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; Info log checked for scripted keys.
Proposed partial credit
35% ballistic flight; 20% distance; 25% anticipation and landing mechanics; 20% feet planted pre/post.
R06.06.03.02-T15 Build a two-shot cinematic in Unreal Sequencer
Original instruction
In fixtures/CineUE project, create level sequence SEQ_Arrival (10 s, 24 fps): CineCamera A from 0-4 s tracking the hero, cut to CineCamera B 4-10 s with a focus pull from 2 m to 8 m over 2 s, and bind the hero animation starting at frame 48. Render 1080p EXR via Movie Render Queue to output/arrival/.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropclick· Point & clickvis· Visual judgment- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Unreal Python (grader, headless) reads the sequence: camera cut at frame 96 (+/- 0); camera B focus distance keys 200 cm -> 800 cm over 48 frames; hero animation section starts at 48; 240 EXR frames at 1920x1080 exist. The agent's editor has the Python Editor Script Plugin and Remote Control API disabled; sequence edits via editor scripting are also flagged by the transaction log.
Proposed partial credit
25% camera cut timing; 25% focus pull; 20% animation binding; 30% MRQ render complete.
R06.06.03.02-T16 Script the dolly move with bpy (control pair of T02)
Original instruction
Control pair of T02: from a terminal only, write tools/dolly.py and run it with blender --background fixtures/office_shot.blend to animate the same 3.0 m eased dolly-in on CAM_A (frames 1-96, no roll, fixed focal length), saving output/office_dolly_cli.blend.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- Blender (bpy, --background)
- Interfaces
term· Terminal- GUI need · task setting
CL· CLI-sufficient- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
code· Code & commands- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 2 / 5
Proposed verifier
Same checks as T02: 3.0 +/- 0.02 m along view axis, ease profile, roll 0, lens unchanged. Background-mode only. Scored side by side with T02 for the GUI-vs-script delta.
Proposed partial credit
40% distance and direction; 30% ease profile; 20% no roll; 10% lens untouched.
R06.06.03.02-T17 Animate a facial performance to dialogue and direction
Original instruction
Animate fixtures/actor_face_rig.ma to input/monologue_03.wav (synthetic voice, 6 s) per notes/direction.txt: starts hesitant, eye darts at 1.2 s and 3.4 s, a blink every 2-4 s, brow raise on the stressed word at 4.1 s, smile builds over the final second. Include lip-sync. Save output/monologue.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
av· Audio/video over timekey· Shortcutsvis· Visual judgment- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Deterministic: viseme timing within 2 frames on >= 80%; eye darts (saccade > 5 deg in <= 3 frames) at 1.2/3.4 s (+/- 3 frames); blink intervals 2-4 s; brow raise peak within 3 frames of 4.1 s; smile control monotonic over final 24 frames. VLM rubric on a playblast for acting quality (25%). Maya's Script Editor, commandPort and mayapy are disabled; .ma writes from outside Maya are logged and fail.
Proposed partial credit
30% lip-sync; 30% directed beats timed; 15% blinks; 25% acting rubric.
R06.06.03.02-T18 Animate a handshake between two characters
Original instruction
In fixtures/meeting.ma animate characters A and B (rigs provided) walking in from frame 1, stopping, and shaking hands from frame 60 to 100 (3 pumps), then releasing. Hands must stay in contact without interpenetration during the shake, and both characters keep balance with planted feet. Save output/handshake.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcuts- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Frames 60-100: palm centers within 1 cm and relative slip <= 3 mm; finger-to-hand penetration <= 2 mm; 3 vertical pump cycles detected (amplitude 4-10 cm). Planted feet velocity <= 0.5 cm/frame after frame 50; CoM over support polygon on all frames after 50. Maya's Script Editor/commandPort/mayapy and Blender's Python console/--python are disabled; .ma writes outside Maya are logged.
Proposed partial credit
35% contact and no penetration; 20% pumps; 25% planted feet/balance; 20% walk-in timing.
R06.06.03.02-T19 Animate a crane shot that tracks a moving car
Original instruction
In fixtures/car_chase.blend the car is animated along a road. Animate camera 'CRANE' as a jib move (frames 1-180) that rises from 1.5 m to 6 m while keeping the car's GT center within 5% of frame center horizontally and 10% vertically, horizon level, no sudden direction changes. Save output/crane_shot.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya · Cinema 4D
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcuts- Work product
WP05· Time-based media- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Per frame: projected car center |x-0.5| <= 0.05 and |y-0.5| <= 0.10; camera height 1.5 m at frame 1 and 6 +/- 0.2 m at 180, monotonic; roll <= 0.5 deg; camera jerk below GT threshold. Track-to constraints are allowed; check is outcome based. Scripting is disabled in each app (Blender Python console/--python, Maya Script Editor/mayapy, C4D Script Manager/c4dpy); .blend writes outside Blender are logged.
Proposed partial credit
40% framing per frame; 25% crane height profile; 15% level horizon; 20% smoothness.
R06.06.03.02-T20 Animate a 10-second character shot from animatic to polish
Original instruction
Animate shot sc30 per ref/sc30_animatic.mp4 and notes/sc30_notes.txt using fixtures/sc30_layout.ma (character, props, camera locked): the character enters, sits, reacts to a phone ring at 5.5 s, answers. Deliver final spline animation with contacts, arcs and overlap in output/sc30_final.ma and a playblast output/sc30.mov.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G3· GUI-only- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcutsav· Audio/video over time- Work product
WP05· Time-based media- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Deterministic: 6 GT beat poses within 15 deg joint error and 3 frames timing; seat contact without penetration (<= 1 cm); planted-foot velocity <= 0.5 cm/frame; phone in hand from answer frame with slip <= 3 mm; camera untouched. VLM rubric calibrated on lead-animator scores for polish (30%). Maya's Script Editor, commandPort and mayapy are disabled; .ma writes from outside Maya are logged and fail.
Proposed partial credit
30% beat poses and timing; 25% contacts and props; 15% layout untouched/playblast; 30% polish rubric.
Mapped research references
Existing benchmark-to-class links from the research catalog. They are not record-level annotations, executions or product endorsements.