Module-5 Animation
Module-5 Animation
2. Dynamics is the study of motion taking mass and forces into consideration.
Kinematics and dynamics come in two subgroups:
1. Inverse is the study of motion knowing the starting and ending points.
2. Forward is the study of motion solely given the starting point?
Frames
A frame is a single image in a sequence of pictures. A frame contains the image to be displayed at a
unique time in the animation. In general, one second of a video is comprised of 24 or 30 frames per
second abbreviate as FPS. The frame rate is the speed at which the images are shown in the animation.
The following are the most common types of frames used in animation:
Keyframe
Placeholder frames
Regular frames
Tweened frames
Scaling Properties: Larger or heavier objects move slower while lighter or smaller objects move faster.
When designing characters, you can run into different situations having to do with size and scale, such
as:
1. Human or animal-based characters that are much larger than we see in our everyday
experience. Superheroes, Greek gods and monsters.
2. Human or animal-based characters that are much smaller than we are accustomed to, such as
fairies and elves.
3. Characters that need to be noticeably larger, smaller, older, heavier, lighter, or more energetic
than other characters.
4. Characters that are child versions of older characters
Example: When you scale a cube, its volume changes much more dramatically than its surface
area. Let us say each edge of the cube is 1 unit in length. The area of one side of the cube is 1 square
unit, and the volume of the cube is 1 cubed unit. If you double the size of the cube along each
dimension, its height increases by 2 times, the surface area increases by 4 times and its volume
increases by 8 times.
Weight: Two objects can appear to be different weights by manipulating their timing.
For example, if you were to hit a croquet ball and a balloon with a mallet, the result would be two
different actions. The croquet ball would require more force to place it into motion, would go farther,
and need more force to stop it. On the other hand, the balloon would require far less force to send it
flying, and because of its low mass and weight, it wouldn't travel as far, and would require less force
to stop it.
Strength
Strength is the maximum force a muscle or group of muscles can apply against a resistance in
a push, pull or lift motion. Body weight is proportional to volume. The abilities of your muscles and
bones, however, increase by area because their abilities depend more on the cross-sectional area than
volume. To increase a muscle or bone’s strength, you need to increase its cross-sectional area.
Timing Animation
Timing refers to how long an action takes. If the timing is too fast, too slow, too linear, or too long, your
animation won’t look realistic. Since the film is run at 24 frames per second (FPS), you use this as the
building block for your timing. So, if you have an object moving from point A to point B in 24FPS, it
takes the object one second to get there.
Line of Action
Path of Action
Uniform motion is the easiest to animate because the distance the object travels between frames is
always the same. Uniform motion is a type of linear motion with constant speed and no acceleration
or deceleration. The object moves the same distance between consecutive frames. Longer the distance
between frames, the higher the speed.
Slow in and Slow out
The terms "slow in" and "slow out" are used to describe motion that is accelerating or decelerating.
This type of motion is sometimes called ease in or ease out.
1. Slow in/ ease in—The object is slowing down, frequently in anticipation of stopping.
2. Slow out/ ease out—The object is speeding up, often from a static position.
For example, a ball rolling down an incline or dropping straight down is slowing out, as it goes from
a still position or slow speed to a fast speed. A ball rolling up an incline is slowing in.
Constant Forces
A constant force is a force that doesn’t vary over time.
Examples of constant forces include:
1. Gravity pulling an object to the ground
2. Friction bringing an object to a stop
The Odd Rule is a multiplying system based on the smallest distance traveled between two
frames in the sequence. For a slow-out, this is the distance between the first two frames; for a slow-
in, it’s the distance between the last two frames. This distance, the base distance, is used in all Odd
Rule calculations.
For deceleration, the multiples start at a higher odd number and decrease, for example, 7, 5, 3, 1.
distance with this formula: Base distance = Total distance/(Last frame number – 1) 2
Suppose there is a jump push (takeoff ) with constant acceleration over 5 frames, and the total distance
traveled is 0.4m. Using the formula above, we find the base distance.
Base distance = 0.4m/(5 – 1) 2 = 0.4m/16 = 0.025m
First Key Distance Known as Slowing Down
Suppose one has a moving object that one wants to slow down, and one has set the first frame of the
slow-in to give an idea of the pacing for the sequence.
One feature of the Odd Rule is that the base distance is always half the difference between any two
adjacent distances. To find the base distance, one can simply calculate:
(0.5m – 0.35m)/2 = 0.07m
To figure out how many frames are in the slow-in, divide the first distance by the base distance to
find out which odd number it corresponds to.0.5/0.07 = 7.
This means the first distance corresponds to 7 in the 7, 5, 3, 1 sequence, making the sequence four frames
long.
Motion Graphs
A motion graph plots an object’s position against time. If one is using animation software,
understanding and using motion graphs is a key skill in animating anything beyond the simplest of
motions. On a motion graph, the time goes from left to right across the bottom of the graph, while the
object’s position is plotted vertically against the time. Each axis in 3D space (X, Y, Z) has its own
line showing the object’s position along that axis.
Examples of character animation
Jumping
A jump is an action where the character’s entire body is in the air, and both the character’s feet
leave the ground at roughly the same time. A jump action includes a takeoff, free movement through
the air, and a landing.
Parts of Jump
A jump can be divided into several distinct parts:
• Crouch: A squatting pose is taken as preparation for jumping.
• Takeoff: The character pushes up fast and straightens their legs with their feet still on the
ground. The distance from the character’s center of gravity (CG) in the crouch to the CG when
the character’s feet are just about to leave the ground is called the push height. The amount of
time (or the number of frames) needed for the push is called the push time.
• In the air: The amount of time the character is in the air from takeoff to the apex is called the jump
time. If the takeoff pose and the landing pose are similar, then the jump height and jump time are
about the same going up as they are going down.
• Landing: The distance from the character’s CG when her feet hit the ground to the point where
the character stops crouching is called the stop height. The stop height is not always exactly the
same as the push height.
When working out the timing for a jump, one will need to first decide on:
1. Jump height or jump time
2. Push height
3. Stop height
4. Horizontal distance the character will travel during Jump
Example:
Jump height = 1.2m
Jump time for 1.2m = 0. 5 seconds
Jump time at 30fps = 0. 5 * 30 = 15 frames
Jump Magnification
The JM is the ratio of the jump height to the push height.
Jump Height
JM =
Push Height
Since you already know the jump height and push height, you can calculate the JM. Then you can
use the JM to calculate other aspects of the jump.
Example:
Jump Height = 1m
Push Height =
0.33m
JM = Jump Height/Push Height = 3
To see how this works, let’s look at the formula for JM and relate it to
acceleration: Jump Time Jump Height
Jump Time Jump Height Push Acceleration
JM = = =
PushTime Push Height Jump Acceleration
Walking
Walks feature all the basics of mechanics while including personality. The ability to animate walk
cycles is one of the most important skills a character animator needs to master.