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Animators, on the other hand, usually dont need such mathematical precision. It just has to look right.
Its not rocket science.
In order to do the fantastic we must first understand the real. Walt Disney
Thomas Eakins
Physics in Maya
Animation software, such as Maya, have sophisticated physics engines that use the laws of physics to compute motion. Easier to use these tools knowing physics.
IMPORTANT: Well select the keys such that there are always the same number of frames between each key.
Uniform Motion
1 2 3 4 5
Equal Distances
Arbitrary
Rolling ball is an example of uniform motion. Velocity of the ball is constant (with no friction).
NOTE: In all examples there are an equal number of frames between keys
1 4
1 3
Falling is an example of accelerating motion (in animation, slowing out). Distance between keys increases in the ratios 1:3:5:7:9 starting from point of release (key #1). Total distance from point of release (key #1) increases in the ratios 1:4:9:16:25: or 12:22:32:42:52
16
In Straight Ahead animation after drawing keys #1 and #2 the positions of the rest are given by these rules.
Distance Fallen
Distance fallen from key #1 (release point) to key #2 depends on the number of frames between keys. Distance fallen from key #2 to #3 is three times further; from #3 to #4 is five times, from #4 to #5 is seven times, etc.
Time (seconds)
1/ 1/ 1/ 1/ 24 12 8 6
Frames 1 2 3 4 6
inch
1 1/3 inches 3 inches 5 1/3 inches 1 foot 1 feet 4 feet 7 feet 9 feet 16 feet
1/ 3
8 12
2/ 3
16 18 24
Same times
Bowling ball is one foot in diameter. Balls falls by one diameter in the first six frames. Falls of diameter in the first three frames.
3 4
4 5 5
Catch
Rolling Downhill
1
1
2
3
3
Very similar to falling except distances are smaller and depend on the slope of the incline.
Start
4
4=2x2
16
25
25=5x5
36
36=6x6
49
49=7x7
64
64=8x8
9=3x3 16=4x4
1
4
Sliding with friction is another example of accelerating motion but in this case the object slows in. Draw last key (where object stops) first and draw keys leading up to it in the ratios 1:3:5:7:9:
1/4 3/4
5/4
7/4
9/4
11/4
5/4+7/4 = 12/4 = 3
To draw in-betweens of accelerating motion, divide first distance by 4, then keep the same ratios of 1:3:5:7.
Falling a la Chai
1 3
1 2 3
1 3
1
2 3
An approximation to real falling thats easy to use for pose-to-pose animation Recipe for Falling a la Chai: Draw interval from first & last keys. Divide interval in half. Mark a key. Divide top part in half. Mark a key. Divide top part in half. Divide top part in half. Mark a key.
5
4
4
4
7
5
Real Falling
8
5
Falling
a la Chai
11
1
a la Chai
Falling
4
Slowing out
8
Uniform
Accelerating Motion
Light objects, such as a beach ball, initially fall with accelerating motion. Due to air resistance, the motion transitions to uniform motion after falling a certain distance. For very light objects, such as a leaf, this transition is almost immediate.
Uniform Motion
Hyper-acceleration
Release 1
1
2
3
3
Constant acceleration
5
4
1
Release 2 3
Hyper-acceleration
4
Tipping Over
A good example of hyperacceleration is an object tipping over when offbalance.
Acceleration Stretch
Objects visually stretch as they gain speed due to motion blur.
Objects do not physically stretch as they fall (not even raindrops). Motion blur does not depend on the objects material, however, it will look more natural for rigid objects to stretch less than elastic objects.
High-speed camera
Human eye
Arbitrary
Falling starts with key #4, with vertical distances increasing as 1:3:5:7:
Horizontal distances equally spaced as with uniform motion. Arc is the combination of uniform horizontal motion and accelerating vertical motion.
5
FALL
FIRE
2
One ball is released and falls straight down. Other ball is fired horizontally. At all times the balls are at the same height. Hit the ground at the same time.
3
3 3
1 3
Arbitrary
Apex
Up and down motion is symmetric, as shown. Key #4 is highest point of the arc of motion.
1 7
Bouncing
4
1 3
2
10
3
7 11
Add points to the curve by tweening from the point of maximum height.
1 3
2
A spinning object turns by the same (arbitrary) angle between keys. Spinning occurs about the objects center of mass. General tumbling motion (e.g., throw a chair) is very complicated!
Brick Drop
A brick tipping off of a table combines all the elements described above: Hyper acceleration as the brick tips over. Constant acceleration in the vertical falling. Uniform velocity in the horizontal motion. Constant rotation as the brick falls.
3 4
1 3
5
FORCE
Tablecloth
Due to the vases inertia it remains at rest since almost no force acts on the vase if one pulls quickly & straight.
When the stopped train starts moving again, you remain stationary and are thrown backwards.
In both cases, its due to your inertia.
Weight
Walking Forward
Back foot pushing back on the floor. Reaction is the friction of the floor, which pushes your body forward. If floor is frictionless then it is impossible to move forward.
Action Reaction
Right foot plants, pushing forward. Reaction of floor accelerates you rearward.
Action
Action Reaction Reaction
Jumping
Jumping is done by pushing downward on the ground (action) so the ground pushes upward on you (reaction). How high you jump depends on the force and on the distance over which you apply that force.
Can only push while in contact with the ground so squatting helps by increasing distance.
Try jumping and swinging your arms upward after you leave the ground; you wont jump as high.
Dont be discouraged
This may seem complicated (and its only Part I) but its no harder than learning anatomy.