Posts by aleeCO:
Math and physics in animation
Had a questions today regarding math in animation — I figured I’d share it with my answer here:
Question:
Do you think it’s worth it to use the mathematical algorithms to figure an animation out with more precision?
Answer:
“Animation is a caricature of real motion.” — Which means you use real life and physics as references as guidelines and you exaggerate it in the animation. So you may be wondering, how do you exaggerate math, right? Well, you exaggerate it the sense that it still somewhat follows the rules of the physical world.
Example with bouncing: the arc shape represents the calculations to make a ball fall correctly. So by stretching or pulling this arc, you are exaggerating the calculations. (it’s all in the numbers, we just see it visually).
Example with rotation: Sonic the Hedgehog spinning super fast before he moves. That does NOT make sense in the real world. But it works because the spin moves and leans in the correct direction as his movement and he stretches as he spins faster. So it’s exaggerated, but follows the rules of the physical world.
So bottom line: Don’t think about numbers. I look at the shape of which the numbers create and manipulate them to work in the animation. You want pretty curves
To make your animation more interesting, vary these curves (height, width), but only if it follows the general rules of what makes sense with real motion.
(this question is in reference to an earlier post: http://doublealee.com/blog/archives/580 )
Pendulum — First pass
Still have work to do of course, but wanted to show where I’m at for the week:
Pendulum Tutorials
Kalle shared these great tutorials with me for pendulums. Check them out before you start! Keith Lango videos:
week 5 submissions
Anticipation, squash and stretch animation Devasation Pose
WoA Q&A
I hosted a couple hours of the WoA today. Those references for moving holds we discussed are: http://www.keithlango.com/tutorials/march05/movingHold.htm http://www.carlosbaena.com/animation/animation_misc_ts3.html Also key points I should note: **To vary up poses in an animation play with the see-saw or teeter totter lines (any lines of the body that can be tilted to give a new feel). This [...]
Devastation Pose – WIP versions
So with a first look here, I need to lighten it up — kinda hard to see, so I’ll fix that first. I focused on pose 15, but decided to play some by taking parts of other poses to make it a bit different. How does it read? Revision 6: Revision 5: Revision 4: Revision [...]