Upcoming Deadlines
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Transcript of Upcoming Deadlines
Upcoming Deadlines
First Homework (Setting up a Blog)5 points
Second Homework (Mini-portfolio):Due Thursday, Sept. 1st (This week)
no later than 8 AM! 10 points (5 points if late)
For full schedule, visit course website:
ArtPhysics123.pbworks.com
Pick up a clicker.Have your student ID number ready to enter.
Homework Assignment #2Make an entry in your course blog called
"Mini-Portfolio" to post images and movies showing some examples of your work in animation or illustration (if any).
Also tell me a little bit about yourself, such as your major, what courses you've taken in art and in science, what you're taking now, what you're interested in doing when you finish school, etc.
Homework #2 (cont.)You will not be graded on the quality of
the work; some of you have extensive portfolios while others are just starting (or have no experience at all).
The purpose of this assignment is two-fold: First, it gives you some practice editing your blog, in particular uploading images and movies. Second, it gives me (and your classmates) a chance to get to know you.
Homework #2 (cont.)Assignment Checklist* Created post entitled "Mini-Portfolio" on
your personal blog for this course.* Uploaded at least two images,
preferably but not necessarily your own work.
* Uploaded at least one video clip, preferably but not necessarily your own work.
* Included a paragraph describing yourself, especially your academic work.
Homework #2 (cont.)This assignment is due by 8am on
Thursday, Sept. 1st (This week)
The morning that your homework is due I’ll visit your blog, check that you’ve done it, assign a grade (points), and leave comments.
Tell me if you want me to send your grade by e-mail instead of posting it on your blog.
Using ClickersWe’ll be using clickers for class
participation.
If you don’t remember your student ID number, look it up now.
Activating your Clicker* Turn on your clicker.* After a few seconds, hit the ‘*’ key* Scroll down using the ‘’ key until you
reach ‘ID:’ and press the Enter/Send key
* Type in your student ID; hit Enter/Send.
Hit any key to wake the clicker from sleep mode.
Activating your Clicker* Scroll down to ‘New class scan’* Enter the channel number or letter for
joining this class. Hit Enter/Send key.* Clicker should read AP123KF11* Hit Enter/Send.Clicker is now ready to use; leave it on.
Hit any key to wake the clicker from sleep mode.
Survey Question
What is your major?A) Animation / Illustration Art majorB) Art major but not A/IC) Science or engineering majorD)None of the aboveEnter your answer and press the green Return key.The display should say “Received”
Survey Question
You have already done the second homework (mini-portfolio).
True (T) or False (F)Note: You score 1 point of credit for answering survey questions, regardless of your answer.
Survey Question
How much time did you spend on the first homework (create a blog)
A) Less than 30 minutesB) An hour or soC) Several hoursD)Did not get it done yet
Clicker Questions in ClassKeep your clicker handy during class;
you’ll be asked quiz questions from time to time.
During these quizzes you may talk to other persons to discuss the question. The point is for you to learn rather than just testing.
Each class will start with a quiz question so be on time!Hit any key to
wake the clicker from sleep mode.
Physics of FallingPart I
Ball Drop Animation ExerciseTypically the first example one looks at in animation is falling motion, such as a falling ball.
In this exercise, the drawing couldn’t be simpler. It’s just the same round ball in every drawing.
Nevertheless, animating the ball so that it moves realistically can still be a challenge. But the challenge is not in how you draw the ball but where it is drawn on each frame.
Ball Drop in Animation BooksThe ball drop is discussed in every major textbook for animation.Why is this example
considered so important?
It’s all in the timing…An essential element of animation is the timing and spacing between drawings
“It’s not important what goes on each frame of film; it’s the spaces between the frames that are important. “ Norman McLarenOscar winning animator of Neighbors
Principles of AnimationIn The Illusion of Life, Frank Thomas and Olie Johnston list a set of basic principles for animation.
1. Squash & Stretch2. Timing3. Anticipation4. Staging5. Follow Through
& Overlapping Action6. Straight Ahead & Pose-to-Pose Action
7. Slow In and Slow Out8. Arcs9. Exaggeration10. Secondary
Action11. Appeal
Principles of Timing and SpacingThe principles of timing and spacing used to create a believable ball drop apply to many other types of motion, even character animation such as a jumping cat or effects animation such as a stream of water.
Timing: Frames, Keys, & ClocksWe use three different ways of measuring time:
• Frames (intervals of 1/24th of a second)• Keys (reference poses, with given # of frames
between them)• Clocks (actual seconds as measured by a clock)
For example, you may “slug out” a scene using a stop watch, then convert that into a number of key poses, which appear as frames on your dope sheet (also called an exposure sheet or X sheet).
Frames per Second (FPS)Frame rate is measured in frames per second (FPS). Two common frame rates:
24 FPS – Used in film30 FPS – Used in video
We will always use 24 FPS in our examples and convert to video frame rate if needed.
(4 Frames of Film) = (5 Frames of Video)
Frames between Keys
IMPORTANT: For simplicity, in all our examples the key poses will always have an equal number of frames between each key.
#1
#2#3
#4
#5
Here are the key poses in a jump with the drawings “shot on threes”, that is, three frames per drawing.
Dope Sheets
#1
#2#3
#4 #5Frame Key1 #12 |3 |4 #25 |6 |7 #38 |
Dope sheets (also called exposure sheets or X-sheets) are used by animators to tabulate which drawing goes on which frame.Dope Sheet
An animator using a dope sheet, including dialogue analysis and thumbnail storyboard sketches.
Uniform MotionThe simplest type of motion is uniform motion; a heavy ball rolling on a table is a good example.
Larger the spacing, the faster the ball is moving.
In uniform motion, the velocity is constant so the spacing from frame to frame is constant.
Uniform Motion & SpeedThe timing and spacing determine the speed. 10 miles per
hour 7 inches per frame
20 miles per hour
15 inches per frame
30 miles per hour
22 inches per frame
40 miles per hour
29 inches per frame
50 miles per hour
37 inches per frame
60 miles per hour
44 inches per frame
90 miles per hour
66 inches per frame
The ball rolls about 20 inches per drawing so 10 inches per frame so about 15 m.p.h.
This bowling ball is 12 inches in diameter with two frames per drawing (shooting on twos).What is the speed of the bowling ball?
Wile E. Coyote on Rocket Skates
Let’s estimate his speed in this scene from “Beep Beep”
http://www.youtube.com/watch?v=p4YxdXw9evc
QuestionWhat would you guess is Wile’s
speed?A)20 m.p.h.B)40 m.p.h.C)60 m.p.h.D)80 m.p.h.E)100 m.p.h.
Estimating Wile’s Speed
10 miles per hour
7 inches per frame
20 miles per hour
15 inches per frame
30 miles per hour
22 inches per frame
40 miles per hour
29 inches per frame
50 miles per hour
37 inches per frame
60 miles per hour
44 inches per frame
90 miles per hour
66 inches per frame
He travels about the length of his ears (say 12-15 inches) per frame so he’s only going about 20 m.p.h.
Frame 717
Frame 718*Correction of 20% since movie is 30 fps instead of 24 fps; going 24 m.p.h.
Slowing In (or Easing In)If an object’s motion is not uniform, the object is either speeding up, slowing down, or changing direction.If the speed is decreasing then the spacing between drawings decreases, which in animation is called “slowing in” (or “easing in”).
A sled slowing by friction is a simple example of slowing in.
SlowingIn
Slowing Out (or Easing Out)If the speed is increasing then the spacing between drawings increases, which in animation is called “slowing out” (or “easing out”).
A ball rolling down an incline is an example of slowing out.
A ball falling downward is another example of slowing out.
SlowingOut
Slow
ing
Out
Principles of AnimationSlowing in and out is another one of the principles of animation.1. Squash & Stretch2. Timing3. Anticipation4. Staging5. Follow Through
& Overlapping Action6. Straight Ahead & Pose-to-Pose Action
7. Slow In and Slow Out8. Arcs9. Exaggeration10. Secondary
Action11. Appeal
Spacing ChartsThe Animator’s Survival Kit (and many other books) presents slowing in and out with spacing charts next to the animation drawings.
Pendulum Swing Spacing Chart
SlowingOutSlowing
In
Slowing In & Out in Spacing ChartsUniform motion (from Animator’s Survival Kit)
Slowing in & out (from Animator’s Survival Kit)
Slowing In & Out in Character AnimationThe importance of slowing in & out is that it occurs commonly in all types of animated motion.
(from Animator’s Survival Kit)
Ball Drop Animation ExerciseLet’s look at the ball drop in detail, first looking at the motion as the ball slows out from the apex.
Apex
First, we’ll carefully observe the motion, both live and with video reference.
Ball Drop Video Reference
http://www.youtube.com/watch?v=YSqkulTyaNY
Falling occurs quickly so it’s difficult to see details.
Ball Drop Video Reference
http://www.youtube.com/watch?v=vHYuAz6sY4k
This is in slow-motion, at one-quarter the normal speed.
Distance Fallen from an Apex Time
(seconds)Frames Distance fallen
from apex1/24 1 1/3 inch1/12 2 1 1/3 inches1/8 3 3 inches1/6 4 5 1/3 inches
¼ 6 1 foot1/3 8 1 ¾ feet
½ 12 4 feet2/3 16 7 feet
¾ 18 9 feet
1 24 16 feet
Distance fallen from the drawing at the highest point (called the apex) is given by this table.The formula to compute this table is:(Distance in inches) = (Number of Frames) x (Number of Frames) x (1/3 inch)
Planning a SceneYou want to animate a softball
falling straight down from a height of four feet. Diameter of a baseball is four inches.
How many total frames will we need to animate?
The table says it takes 12 frames (½ a second) for the ball to fall four feet. So there will be 13 frames, including the first frame, which is the release.
?
Frame Key1 #12 ?3 ?4 ?5 ?6 ?7 ?8 ?9 ?10 ?11 ?12 ?13 ?
Frame Key1 #12345678910111213
Planning a Scene (cont.)Let’s say we’ll “shoot
on twos” and only draw every other frame.
With key #1 being the release, how many drawings do you need?
In other words, how would you fill out this dope sheet?
?
Frame Key1 #12 ?3 ?4 ?5 ?6 ?7 ?8 ?9 ?10 ?11 ?12 ?13 ?
Frame Key1 #12 /3 #24 /5 #36 /7 #48 /9 #510 /11 #612 /13 #7
Planning a Scene (cont.)This dope sheet is very
simple to fill out.You see that shooting
on twos means there are seven drawings for the 13 frames.
But where is the ball on keys #2 through #6?
#2?#3?
#4?
#5?
#6?
Straight-Ahead AnimationIn Straight-Ahead animation, you have a first drawing and a rough idea of what you want for action.
First drawing
Images in your head
Next, we want to have some idea as to how many drawings will take us from this first key pose to that conclusion of the action
First drawing
Images in your head
Straight-Ahead Animation (cont.)In Straight-Ahead animation, the next step is to decide on the second drawing and draw that frame.
Second drawing
Straight-Ahead for Ball DropThe first key is when the ball is
released and the second key is two frames later (since we’re “shooting on twos”).
About where will the ball be on the second key?
Ball is 4 inches in diameter
A)B)C)
D)
Time (seconds)
Frames Distance fallen from apex
1/24 1 1/3 inch
1/12 2 1 1/3 inches
1/8 3 3 inches
1/6 4 5 1/3 inches
B)The table tells us that after
two frames the ball falls by 1 1/3 inches, a third of its diameter of 4 inches.
Ball diameter is 4 inches
Straight-Ahead for Ball Drop
B)Time (seconds)
Frames Distance fallen from apex
1/24 1 1/3 inch
1/12 2 1 1/3 inches
1/8 3 3 inches
1/6 4 5 1/3 inches
Home Demo: Catch a BuckTake a one dollar bill and have a friend put their thumb and index fingers near Washington’s head. At random, let go of the dollar. Can your friend react fast enough to catch the money?
Reaction Time to Catch a Buck
How quickly do you have to react in order to catch the dollar?
A) 1/24th secondB) 1/12th secondC) 1/8th secondD)1/4th secondE) ½ second
Reaction Time to Catch a Buck
C) 1/8th second
Half length of dollar bill is 3 inch so it takes about 1/8 of a second (0.125 seconds) to fall this distance.
Typical reaction time is 0.20 to 0.25 seconds so most people cannot catch the dollar.
Measuring Reaction Time
Release
Catch
Distance (inches) Time (sec.)
1 0.072 0.103 0.124 0.145 0.166 0.177 0.198 0.2010 0.2312 0.2514 0.2716 0.2918 0.30
Slugging and Reaction Time
In planning a scene, you may use a stopwatch to time it as acted out in live action (called “slugging” a scene).
Your reaction time is about a 1/4 second delay so should you subtract that much from your stopwatch reading? No, because there’s a reaction time delay in hitting START but also in hitting STOP.
Distance Fallen and WeightThe distance that an object falls does not depend on its weight so long as the force of air resistance is minimal.
A softball and a bowling ball fall together when released from the same apex.
Next LecturePhysics of Falling
Part IIBy this Wednesday (Sept. 1st):Complete the 2nd homework
(Post a mini-portfolio on your blog)
Please turn off and return the clickers!