Friday, June 28, 2013

Final Bouncing ball Weight Shift


This is the only problem i got when i rendering the animation. Basketball falls in X direction, but other balls falls in Z direction. because at the very first i planned the whole animation in perspective view. However I solved the problem with two orthographic camera cuts. 

Weight shift in Bouncing ball



Finally understood the Weight shift in animation. I animated different weighted balls with one ball rig called Ultimate Ball. look at my graph there is no split.  

Maya graph B.ball


Thursday, June 27, 2013

First Bouncing ball animation

               This is my first bouncing ball animation. simply started an animation and finished it very quickly.

12 Principles of Animation

These Principles was made buy the Pioneers who we call 9 Old men at Disney. Mostly it came out from the  "Illusion of Life- Disney Animation" book wrote by Ollie Johnston & Frank Thomas in 1981. This is the Bible of animation until today.

1.Squash & Stretch - it is something that gives characters exaggerated weight or a springiness or anticipation to a movement.

2.Anticipation - Prepare the Audience for an action, and make the action appear more realistic.

3.Staging - It's presenting your character's action from the best possible angle. The only view that matter is the camera view.

4.Working Methods (Straight ahead/ Pose to Pose) -Straight ahead animation drawings are made in sequential order (1,2,3,4....etc) It just like we start drawing & see what happen like a kid drawing in the page corners of a school book.
Pose to Pose animation is made by Creating Key Drawings first. and filling the Inbetweens later.

5.Follow through & Overlapping action - One part starts first & other parts follow. Once a moving figure has come to a halt certain aspects of that figure or any loose items may sway forward & backward at a decreasing rate until they themselves finally come  to rest.


6.Ease in/Ease out - Ease In :- This adds some Cushion to the end of the action and gives the object a more natural deceleration and sense of weight.
Ease Out :- This gives a gradual acceleration into the move for natural flow.

7.Arcs - Most actions follow arcs. Generally an action is in an arc. most of the time the path of action of a object is either in Wave like arc or in a sort of Figure 8. But some times it's angular or straight. Remember Straight lines gives Power.

8.Secondary action - Once primary action is completed , the animator may go on to animate the secondary actions that assist the primary actions.(scratching, wiping nose, weight shift...etc.)

9.Timing - It can say as just a series of still images/frames that flash by fast enough to create the illusion of motion. Timing is the beat, Spacing is the change.

10.Exaggeration - Choosing the main idea and sharpen it only where we need to in order as perfect imitation of reality can look static or dull.

11.Solid Drawing - Taking the drawing or the poses into account form in 3d space, giving them volume and weight. What it basically imparts is a dedication to the figure drawing principles that the master animators all added to.

12.Appeal - It could be said that all of the fundamentals combine to make appeal,character design,contrasting poses,contrasting time(rhythm) are all fine tuned. It meant anything that a person likes to see, a quality of charm,pleasing design,communication & magnetism.