ART 3793

 

Bouncing Ball - Animation II

 

   "It's all in the Timing and Spacing"

      -Grim Natwick

 

 

Terms to stick in your Memory Banks

Key –
  Traditional - The frame that shows what is happening in a shot.
  Computer -  Keyframes are values at certain frames for the articulation controls of a model.

 

Extreme – Frames where there is a change in direction.

 

Between (tween)
  Traditional - The frames (drawings) in between the Key frames.
  Computer – Frames generated automatically by the software in between the keyframes.

 

Breakdown – The middle position between extremes, especially important when the solution between two extremes is not linear. (swinging pendulum / turning face)

 

Timing and Spacing – Two basic elements of animation.

 

Light and Heavy -

 

Squash and Stretch - Defining the rigidity and mass of an object by distorting its shape during an action. (One of the 12 principles of animation)

 

 

Covered in Class from Todays reading assignment...

 

Pps 1-21 History
               Also check out http://www.animationpodcast.com/

Pgs 22-34 Drawing

 

Pgs 35-39 Timing ***

Practice the bounce on the bottom of page 37

 

Pgs 46-51 Tweening ***
    Check out the bottom of page 47, old mickey animation with arcs.
    Rotate arm in blender. Use interpolation to and other tricks (linear keyframes just before extreme)

 

Pgs 52-56 assistant issues

 

*** These pages are possible test material

 

 

 

 

Starting to Walk

Read walk tutorial http://www.math.sunysb.edu/~sorin/online-docs/blender/html/x6045.html
Use Text walk on Pg  165

Download this Rigged Character