Hello Everybody. This week we are going to go over one of the
elements that helps us create more realistic animations:
Arcs. In nature nothing moves in a linear way, but rather in
a curved way. Whether it's a tennis player swinging his racket, or
a bunch of leaves falling, they all follow a circular path. Let's
take a look at an example. Say a character is looking at the front
and then he turns his head to the right. If you were to animate the
vertical rotation axis only, you would end up with a very
mechanical and linear animation. On the other hand, if you tilt
your head a little during the movement, you would get a more
realistic result.
When a character walks, you will notice that the body parts follow
a curved path (we will discuss more about walks in the future). On
every step, the hips move side to side, switching the weight on the
leg that is supporting the body. At the same time, it moves up and
down in a "bouncing ball" trajectory.
Every animator has come across the "bouncing ball" exercise. Even
this infamous ball moves in arcs (as a matter of fact, this ball is
the most basic way to learn some of the principles of animation,
including arcs). Add arms and legs and you have a jumping
character. Continuing with our walking character ... If you watch
the hands and feet you will notice that they also move in curves.
The arms follow an horizontal "eight" path. The legs follow almost
the same path, but the eight is flat on one side. Most 3D apps have
the feature to show your object's trajectories. They display your
"keys" information, and draw the actual interpolation generated for
the object between 2 keys. This is especially useful, because you
can see how the objects are moving and tweak the animation if it's
too linear. You can also use it to decide whether or not you need
more keys in a particular section of your animation to make it look
more organic.
Even if curves are usually applied to the objects themselves, they
can also be used in Graph Editors to refine the otherwise linear
interpolations between keys. This is especially useful when you are
fine-tuning your animation, but also when you want to tweak the
lead-in and lead-outs for your keys. A falling object, for example,
should not be keyed linearly. However, this is more related to
forces. We will discuss forces in a future article.
Well, this is it. Arcs, is a very simple principle but if used
correctly it can improve the look of animations incredibly. We'll
see Arcs again in the next article. Happy posing, and keep on
animating! nemirc
Animation Alley is a regular featured
column with Renderosity Staff Writer Sergio Rosa [nemirc].
June 20, 2005 |
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