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3D Computer Animation Fundamental animation

Week 1: Bouncing Ball

This blog post examines the bouncing ball exercise, a foundational task in animation. In the lesson, we focused on planning and creating a bouncing ball animation, paying particular attention to essential principles such as timing, squash and stretch, and the natural arc that underlies all animations. Despite my previous experience in animation, I often face challenges due to time constraints on assignments, which limits the opportunity for thorough planning. However, this exercise underscored the critical importance of planning in the animation process. Presented below are my planning notes.

The way I used to make this animation is called keyframe animation.

Keyframe

In animation and filmmaking, a keyframe is a critical image or shot that defines the starting and ending points of a seamless transition between movements. Animation consists of a series of images, or frames, that combine to produce motion, commonly referred to as “moving images.” Typically, there are 24 or 30 frames per second, known as 24 fps or 30 fps, respectively. The frame rate, or the number of frames per second, significantly influences the smoothness of the animation.

As demonstrated in the example above, the 24 fps animation appears less smooth compared to the 30 fps animation. This difference arises because the 24 fps animation contains fewer frames per second, resulting in a slightly less fluid appearance than the 30 fps version.

In the image above, the man is shown running with various poses at different moments. The red vertical lines at the bottom of the image indicate keyframes, each representing a distinct pose. During the animation process, it is essential to keyframe these fundamental actions and make adjustments to refine the overall movement. The keyframe between these key poses are called In-Betweens. In the above example, the In-Betweens are frame 148, 153, 158 and 163. In other words, the key poses of the man must be captured as keyframes to complete the running animation effectively.

Bouncing Ball: Planning

The above plan is my initial sketch. Although it was based on a reference video of a tennis ball, I found it challenging to animate due to the closely spaced arcs. I then sought inspiration from an alternative video and developed a revised plan for the animation.

In comparison, my second plan includes more details, such as the squash and stretch of the ball when it hits the ground and bounces.

Squash and Stetch



Squash and Stretch is a fundamental principle in animation that brings life and personality to movements. It adds a sense of elasticity and exaggeration, making animations feel more dynamic and engaging. However, it is essential to maintain the object’s overall volume when applying squash and stretch. For example, if the object squashes by 3 cm, it should also stretch by 3 cm to compensate. Failing to adhere to this rule can result in an unnatural or distorted appearance in the animation.

The number of keyframes is clearly outlined, and I incorporated a wider arc to facilitate smoother animation. However, despite having a more structured plan, I encountered adjustments once I began animating. For instance, the timing I initially planned was not always precise, requiring recalculations during the animation process. Additionally, I needed to determine the amount of rotation, an aspect I hadn’t accounted for in my planning.

This image captures a view from my animation workflow. I added motion trails (represented by the red arcs) to verify the accuracy of the shapes and paths. This technique helped me stay aligned with the planned movements, making the animation process more manageable.

Arcs

Most animation occurs in arcs, whether it involves a bouncing ball, the movement of a tail, or the motion of a hand or head (which will be addressed later). This principle applies universally, as arcs are essential for creating natural movements in animation. The following video provides a more detailed explanation of the significance of arcs in animation.

Bouncing Ball: Outcome

We animated this animation in a software called Maya. It is an animating software which is used by many well known studios such as Disney.

While I am generally pleased with the final outcome of this task, I recognize that my repeated exposure to the animation may have introduced a level of bias, potentially leading to undetected errors or oversights. To enhance the accuracy and quality of the work, I plan to seek feedback from both my peers and my tutor.

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