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  • animation ball

    Thursday, Mar 12, 2009 5:27PM / Members only

    animation tutorial-1 : bouncing ball

    Posted by dermot on October 31, 2008 at 4:30 am

    NOTE: I wrote this tutorial in 2000, and intended it for students learning traditional, hand-drawn animation. Nevertheless, the principles can be adapted to Flash or 3D animation. The main tutorial page is here (there’s a walk cycle tuturial, and I’ll be adding Flash lessons soon).
    This exercise will teach you the most important priciples of animation, namely:

    Arcs.
    Timing/Spacing.
    Squash and Stretch.
    Volume.

    This is the first lesson taught to any animation student. It may seem boring, but by following it you will grasp most of the principals used in animation. Study the bouncing ball scene above: Look at it again with all the frames superimposed.

    Now some of the techniques used become easier to see.

    1. Arcs. The ball falls in an elliptical arc through space. Most things move in an arc of some kind. If the ball were to move in a straight line between the high and low points of the bounce, then the action would look very unnatural.

    2. Timing. (or Spacing). As the ball falls it is accelerated by gravity, the gap between each frame growing all the time until the ball contacts the ground. As the ball bounces from the ground the opposite happens: as the ball hops up it moves very fast at first, then slows down by gravity into the high piont of its bounce. Note that at the high point of the bounce the ball is weightless…perfectly balanced between the force of gravity pulling it down, and its own momentum moving it forward.

    3. Squash and Stretch. As the ball falls it stretches. When it impacts the ground it squashes. When it bounces off the ground it stretches again. Note how quickly the ball regains its circular shape. Too much squash and stretch can make an object look “mushy”.

    4. Volume. The ball should remain the same mass as it squashes and stretches. If the ball were to squash too much it would seem to be growing physically bigger. This is very eye catching, and looks weird.

    How to animate the ball. The process of animating the ball is straightforward. On a single sheet of paper, draw the arc path that the ball will follow.

    figure 2: bouncing ball arcs

    On this drawing, tick off the position of each ball on the arc path with an X. Be sure to number them. In feature and tv animation, frames are usually numbered 1,3,5,7,9 and so on. To simplify things here, let’s number them 1,2,3,4, etc. For an explanation of why odd numbers are used in animation, see the appendix at the bottom of the page. It’s really boring, and should be a really nice cure for insomnia.

    figure 3: arcs with frame numbers

    If you have a backlight, then switch it on. Put a clean sheet over the arc path drawing. Now you are ready to begin drawing the “Key” drawings of the animation: the points where the ball is at its most extreme. In this example, its highest and lowest points in the bounce.As you can see, frame 1 is the first and highest point in the sequence. It is therefore an extreme drawing. Frame 7 is the squash drawing where the ball hits the ground. It is also an extreme, as are drawings 12,17,21,25,28 and 31.

    figure 4: arcs and extreme ball positions

    On seperate sheets of paper, you should draw the different key frames as named above. If done correctly you should have a series of drawing numbered 1,7,12,17,21,25,28 and 31.Be sure that you write the frame numbers on the top right and bottom right of each drawing. If your drawing is a key frame (as these are) then put a circle around the number.

    figure 5: drawing 1

    Place them on the peg bar with the lower numbers on the bottom and the higher numbers on the top. Now you are ready to “roll” the drawings.

    How to Roll the drawings:A lot of people working in animation seem to forget how tricky this is. It is a fairly easy skill, it just takes a little practice. Do it slowly at first, as you progress you’ll begin to do it instinctively. There are people working in the industry who aren’t smart enough to chew gum and fart at the same time, and they can do it. So don’t worry. It takes a little time, but you’ll get the hang of it.

    rolling paper

    Back to the ball: Now you must add the inbetween frames. These are the drawings that go between the keys in order to make the action look smooth. It’s common for these to be called “tweens”, thanks to digital animation programs - but traditional animators call them “inbetweens” (the correct term).

    All frames are equal, but some frames are more equal than others. You must determine which is the most important frame to draw next. Which has the most important action?

    figure 6: main stretch drawing

    In this case, the most important is frame 6. It is the most stretched frame in the falling sequence. Therefore I would consider this almost as much a key frame as 1 and 7. If you have a backlight, switch it on. Put the arc path drawing on the pegs first. Then put down 1. Put down 7. Then put down a blank sheet. You should see something like this:

    figure 7: first two keyframes

    Now you are going to draw frame 6. Begin to sketch in the stretched ball. When stretching the ball, keep the volume consistent. The overall mass of the ball must be the same. Position it around the x drawn on the arc path. When you have finished, you will have to flip the paper to see if it moves right:

    How to flip the drawings:

    Flipping is similar to rolling, but whereas with rolling you move through the pages sequentially, here you move from the bottom drawing, to the top one, then to the middle one. “WHY?” you ask….because this way you can see the inbetween in motion and make subtle corrections as you work. Incredible as it seems, this method is far more accurate than a lighttable.

    flipping paper

    Watch the paper closely. Notice that both index and middle fingers are wedged between the top two layers. You begin flipping by holding up both top sheets of paper towards you. You are now looking at the lowest frame, frame 1. Then you drop the two sheets down to the board, revealing the topmost drawing, i.e. the inbetween frame. Then you lift up the top drawing to reveal the one in the middle, i.e the final keyframe. It takes time to get the hang of this. It will be well worth the effort if you do.

    Now you will need to add the remaining inbetween drawings between 1 and 5. The easiestway to do this is with a timing chart. Lets look at what we’ve got so far:

    figure 8: the spacing of the first 7 drawings

    You could “eyeball” all the remaining frames, but the surest way to do them is by writing a timing chart. It will look something like this:

    figure 9: the timing chart

    The timing chart will go on frame 1, beneath the frame number on the top right of the drawing. This chart tells you that the next most important drawing is 5. That’s why it’s underlined. Note how the spacing on the timing chart relates to the spacing on the arc path above. The chart can determine the position of all the inbetween frames, and also their weight, mass, speed, etc.

    Now you have keyframe 1 with a timing chart, and keyframe 6. Simply follow the chart, place the arc path on your drawing board, then 1, Then 6, and proceed to follow the timing chart. Draw 5.

    figure 10: keep the ball shapes solid

    Note: see how quickly the ball regained its shape…if you were to inbetween the shape as well as the position of the ball then the ball would feel very mushy…by drawing 5 as circular, the scene will be much snappier. Repeat inbetweening until the first arc of the bounce is complete. Repeat the process for all frames of the scene.

    I have included all the original frames for this scene as digital files. They should print out onto regular A4 printer paper. You can print them out and peg them up onto strips of punched paper, allowing you to roll through the scene. You line them up with the crosshairs on the corners of the page. Simply paste up frame 1 as you like it, then put it on your drawing board. Then put down a strip of punched paper, and position frame 2 with its crosshairs lined up with frame 1.

    IMPORTANT: all frames should be positioned against frame 1, otherwise the scene will “drift”.

    drawing board

    You can find the files here: Bouncing ball image files . You’ll need winrar to decompress them (most zip programs should work on them).

    Appendix: Numbering drawings.

    Most animation is still produced for film and tv. Film is projected at 24 frames per second (fps). Early cartoons were all drawn with 24 drawings for every second of film, i.e. onedrawing for every frame of film. Some clever chap finally realised that the animation looked just as good if only 12 drawings were drawn per second of film. Each drawing would be shot twice, to keep the overall timing the same. Nobody noticed the difference, and a lot of carpal tunnel doctors went out of business.

    This discovery can be attributed entirely to prohibition. Animators of the twenties were notorious alcoholics. Not these days, glad to say. Today’s breed are wholesome family men, loyal to their wives, good fathers, upstanding members of society, clean living wackos.

    The practice of animating 12 fps is called animating “on twos”, and the practice of animating 24 fps is called animating “on ones”. It was still occasionally necessary to animate scenes on ones if a fast action was required, or if the camera panned over the background, i.e. move from left to right to follow a character across the screen. Such shots would look jerky if shot on twos.

    When working on twos the animators usually number their frames with odd numbers. 1,3,5 and so on. Frame one is shot twice, frame two is shot twice, ad nauseum. If a point in the scene demands a fast action such as a punch or a shake, then the scene can be switched to ones at thatpoint. The numbering can then include the even numbers that will make the action smoother.

    If all this sounds like gibberish, don’t worry. It’s not relevant to anything in the next few lessons.

    One last comment about timing: Today a lot of animation is made on computers, and can be projected at any frame rate desired. 10 fps looks fine. Most Japanese animation has been animated at 8 fps for years…a method known as animating “on threes”, as each drawing is shot 3 times, producing 8 frames per second.

    That’s it for the ball…

  • from bob ong funny hahaha but true!!!

    Tuesday, Oct 14, 2008 12:55PM / Members only

    HALO-HALO

    "Wag magmadali sa pag-aasawa. Tatlo, lima, sampung taon sa hinaharap, mag-iiba pa ang pamantayan mo at maiisip mong di pala tamang pumili ng kapareha dahil lang sa kaboses niya si Debbie Gibson o magaling mag-breakdance. Totoong mas importante ang kalooban ng tao higit anuman. Sa paglipas ng panahon, maging ang mga crush ng bayan sa eskwelahan e nagmumukha ring pandesal. Maniwala ka."

    "ayokong nasasanay sa mga bagay na pwede namang wala sa buhay ko."

    "hinahanap mo nga ba ako o ang kawalan ko?"

    "hindi dahil sa hindi mo naiintindihan ang isang bagay ay kasinungalingan na ito. at hindi lahat ng kaya mong intindihin ay katotohanan. "

    "Sabi nila, sa kahit ano raw problema, isang tao lang ang makakatulong sa'yo – ang sarili mo. Tama sila. Isinuplong ako ng sarili ko. Kaya siguro namigay ng konsyensya ang Diyos, alam niyang hindi sa lahat ng oras e gumagana ang utak ng tao."

    "Obligasyon kong maglayag, karapatan kong pumunta sa kung saan ko gusto, responsibilidad ko ang buhay ko."

    "Masama akong tao, tulad mo, sa parehong paraan na mabuti kang tao, tulad ko."

    "Mas mabuting mabigo sa paggawa ng isang bagay kesa magtagumpay sa paggawa ng wala."

    "iba ang walang ginagawa sa gumagawa ng wala."

    "iba ang informal gramar sa mali!!!"

    "Parasan ba ang cellphone na may camera? Kung kailangan sa buhay un, dapat matagal na kong patay."
     teeheee!!!!!
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  • posted on Monday, Nov 16, 2009 1:27AM  [Report]
    Hey Cute Cat HAPPY BIRTHDAY !!!
    How are you and where are youuuuuuuu????
    I hope you are doing well.
    Have a wonderful birthday with everyone.But don't forget to give me a treat :D
    and also save my portion of cake.Don't eat the whole cake alone :P
    LOL even on ur b'day u r punching me :D
  •  
    posted on Sunday, Nov 15, 2009 10:34AM  [Report]
    A VERY HAPPY BIRTHDAY TO U GHEA!
    I HOPE U HAVE A WONDERFUL B-DAY!!
    Take care n have fun! :)

    Best wishes,
    Aisha
  • posted on Thursday, Aug 6, 2009 7:47PM  [Report]
    oooops I missed u when u were in the SB :(
    I went for lunch at that time.I hope to see u soon there,my little cat sis.A lion hug :)
  • posted on Monday, Jul 27, 2009 2:47PM  [Report]
    hey ghea,

    long time no see here around. how are ya?
    miss ya
  • posted on Sunday, Jul 26, 2009 2:26PM  [Report]
    Thanks a lot for ur comment my cuty-cat sis.I will be very happy if u can taste my food
    How r u doing?Missing u to talk with and also missing ur scratches hehehehe.
    Oh btw u r a very talented girl.I was looking at ur blog about animation.It's so interesting :)
  • posted on Saturday, Jul 18, 2009 2:28AM  [Report]
    Thanks dear~and forgive my slow reply ehm, didn´t expect any guestbook entrys after my very last blog.
    I try to express my momentan mood with my gifs~headshots~^^

    I wish you a great and fun week end, Ghea~=)
  •  
    posted on Monday, Jul 13, 2009 7:50AM  [Report]
    Hey Ghea!
    how have u been?
    yep, i'm starting my classes on August 17. I miss chatting with you in SB too! Take care! xoxo
  • posted on Sunday, Jul 12, 2009 2:35PM  [Report]
    hey ghea,

    how is yr day?
    miss ya too!!
  • posted on Sunday, Jul 12, 2009 12:08AM  [Report]
    hi ghea,
    thanx 4 d visit ..have a nice day..take care
  • posted on Saturday, Jul 11, 2009 10:11PM  [Report]
    ^_^
  • posted on Tuesday, Jul 7, 2009 11:38PM  [Report]
    hello ghea,

    happy meeting ya here!!
    have a very great weekend
    bye
  • posted on Monday, Jul 6, 2009 10:30PM  [Report]
    GHEA, mi dear amiga, best wishes for you, always the best =)
  •  
    posted on Monday, Jul 6, 2009 10:30PM  [Report]
    Hola amiga!

    Que lindo haberte cruzado en el SB hoy.

    Te deseo lo mejor, cuídate.

    Jorge
  • posted on Thursday, Jul 2, 2009 12:33PM  [Report]
    Hello u! life is ok how about u? its been soooo long =/ tell me how u are hope all is well ^^ x x
  • posted on Tuesday, Jun 2, 2009 10:14AM  [Report]
    Hi Hun... AWWW thats nice.. I have been around here and there... SO SOOOOO busy. How have you been??

    Mel x
  • posted on Tuesday, May 26, 2009 4:38PM  [Report]
    Hi ghea,thanks for visiting my profile and it was nice talking with you in the SB.Take care always:)
  • posted on Sunday, May 24, 2009 4:45PM  [Report]
    Hi,how are you????
  • posted on Friday, May 22, 2009 3:45AM  [Report]
    嗨,我是静静“遆静”,來你家觀光留一個腳印,希望你也常來我那裏哦,希望我們是好朋友。我就先不多寫啦,期待你成為我身邊的好朋友哦:)
    我部落格
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  • posted on Wednesday, May 20, 2009 4:30AM  [Report]
    hola amiga just dropping by to say hola!!!


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  • posted on Monday, May 18, 2009 6:47PM  [Report]
    Hello ghea :)
    how r u doing ?
    see u later , bye
    take care :)
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