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Reviewing Animation Basics
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the lean forward and the rise. That takes time, too. Explore and
understand real-life timings. Once you get a feel for them, start to
modify and play with them.
Animé, Japanese animation, makes great symbolic use of modified timings to convey different feelings. Characters hang in the air
much longer than they “should” before crashing back down to the
ground with an impact that belies their apparent mass. This obvious
departure from reality crafts feelings of great power and otherworldliness. Animé uses timing to sculpt how you, the viewer, feel
about what you’re seeing. Something just barely perceptibly outside
of reality makes a viewer feel uncomfortable. Slowed timing appears
dreamlike. Often, when timing is artfully used to sculpt feelings, the
audience only gets the impact of the feelings, and is unaware of the
reasons why.
Timing is also a rhythmic device. Just like music, animation has
beats, rhythms, and tempos. You want to keep things interesting for
the viewer and not have everything fall on the same timings. This
makes a scene read dull and flat. If your scene has keyframes every
eight frames, it will read like mush. You have to break up the keys,
stagger them, and syncopate them. Get the audience to expect
something by setting up a pattern, and then break that pattern
(ONE, two, three, four, one, two, three, four, one, TWO, three,
four...). Keep them on their toes, when their toes need to be kept
on. Slow, languid scenes need this special attention to timing even
more than frenetic scenes to keep the audience from losing interest,
yet maintaining their dreamy flow.
Timing is also important to get across the relationships between
objects and mass. Massive objects don’t get moving as quickly as
slight ones do, but when they do, they’re quite a challenge to stop.
A light object or character can leap up from the ground more quickly
than a heavy one. Lighter items can seem to float a bit more before
gravity begins to exert its effect. Heavier items can seem to be
pulled greedily back down to Earth.
Everything you do with timing helps the audience to differentiate between the shapes they see on screen.
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Chapter 10: Reviewing Animation Basics
10.2 Squash and Stretch
Squash and stretch is one of the keystones of good animation. Even
the most realistic of animations needs to have some element of
squash and stretch in it. Animation is all about the emotional impact
of experience; you alter the outline of a thing (not the volume) to
give the audience a visual interpretation of the forces impacting it.
1. Load Objects\Props\Ball.lwo into Layout.
2. Make a 21-frame sequence (from 0-20) where the ball bounces
similar to Figure 10.1.
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Chapter 10: Reviewing Animation Basics
Note:
Animation is experience. If you don’t live it in your heart, it
won’t come out of your scene.
Note:
Since stopwatches are such physical objects, and you may leave
for work and forget it, I’ve included a small animation timer on
the CD under Extras\AnimationTimer\. There are two files that
are, in essence, the same thing. One is just the bare .swf
(Flash4 file), and the other is an .exe (executable program)
exported as a stand-alone from Flash to run on Windows
machines. If you’re on a Mac, open up your Internet browser
(with the Flash4 plug-in installed from http://flash.com ) and
drag the .swf file into the open Internet browser window. You
can also choose File|Open and browse to the .swf file. You can
e-mail this tiny .swf (only 68K) to yourself so you’ll never be
without a way to time animations! It does frames, feet/frames,
SMPTE, and seconds. It converts between these formats, and
you can use it to do some rudimentary frame-offset calculations. (Click on the “Help?” icon to find out more!)
In order for the ball to really give the impression that the force
of gravity is pulling it down to the ground where it impacts and
springs back up again, we have to push reality a bit.
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Chapter 10: Reviewing Animation Basics
Figure 10.1. This bouncing ball has good timing to it: It accelerates
toward the ground, springs back up, then decelerates as it nears
the top of its rebound. The timing may be good, but it has no
squash and stretch to it. (You can find the scene to study in
Scenes\chapters\ch10\Figure_10-01.lws.)
Figure 10.2. Just using stretch and rotate to put rudimentary
squash and stretch on the ball gives a visual read to the forces
acting upon it. (See Scenes\chapters\ch10\Figure_10-02.lws.)
3. Now, using whatever techniques you’d like, add some squash
and stretch to your bouncing ball scene.
Compare what you’ve got with Scenes\chapters\ch10\Figure_
10-02.lws if you need to. Always remember to preserve the volume of
the object. When you squash in Y, the object has to expand in X and Z
in order to preserve the mass we perceive it to have. We’re not getting rid of mass, we’re displacing it. (Think of a water balloon. When
you squeeze or stretch it, there’s still the same amount of water in
it — until it pops, that is.)
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Chapter 10: Reviewing Animation Basics
Note:
A more believable take on this would be to use bones to flatten
the ball around the area of impact where it hits the ground. I also
like to stretch objects into wedge-like shapes with the point of the
wedge leading the eye into the coming motion.
Note:
LightWave, having introduced Bezier interpolation for splines, has
made it a whole lot easier to get nice, smooth motion curves.
Don’t be afraid to drop the old TCB splines in favor of these more
controllable curves. However, because you have more ability to
noodle with the Bezier handles, you can more easily throw things
out of whack. I’ve also noticed that Bezier splines almost always
need some kind of adjustment and are rarely interpolated correctly (for my tastes) by default.
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Chapter 10: Reviewing Animation Basics
Note:
Something to be said about working with spline curves is that they should have
the absolute minimum number of keyframes needed to keep the item moving,
and they should be as elegant as possible. “Elegant” is a relative term and does
not necessarily mean “smooth.” The curves should be a linear interpretation of
the action. I like to think that the curves should be pretty if the motion is to be
flowing and beautiful, or harsh if the motion is to be percussive and violent.
Figure 10.3. Here are the scale curves for my bouncing ball.