3D Animation 101
Bouncing Ball
In order to create an effective bouncing ball animation, Momentum is extremely important to suggest the type of ball we're viewing. Squash and stretch is also important. Maya's graph editor allows the movement of the bouncing ball to stay linear and ultimately more realistic. In the image below, the graph shows a sharp arching pattern, which doesn't look compelling...
In order to make the animation more realistic, additional keyframes can be added to either side of the peaks, the ball then stays in the air for longer, suggesting it's light weight. Squashing and stretching the ball on impact implies that the object is relatively malleable and soft. Once these elements have fixed the original sharp movements, the ball looks like a realistic inflatable.
Chain And Ball
A compelling animation will help suggest the material of the objects in motion. This example involves a metal ball and chain, which will have a specific movement. Creating this animation involves lots of memory and calculation. It's therefore easier to create the movement with a dummy object at a lower quality. The dummy object can be seen below. 'mass' and 'bounciness' are the two attributes to change in order to create an effective drop motion.
Once they keyframes have been 'baked', the dummy object can be removed, revealing the textured replica. The textured ball and chain can be seen below.
Settle and Rest
Settle And Rest - When an object moves and finishes in a resting position. This type of movement describes the common motion of a pendulum. Similarly to the bouncing ball, additional key frames either side of the highest arch points help to soften the pendulum's movement. This graph can be seen below.
Chain
The aim of this experiment was to demonstrate a hierarchy of animation, showing how one link in the chain will effect the others as movement passes down a line of links. By duplicating the key frames of one link and using them on the others, I was able to create a realistic swinging chain. I can add further realism by moving the keyframes in the graph editor, to create some suspense within each chain's moment and ensure that each movement isn't identical (this wouldn't be realistic)
Squash and Stretch
By adjusting the three controls set to this toadstool, I was able to suggest volume during the object's jumping movement. Suspense is created before a jump by the squashing position. The airborne position of the toadstool is made more effective by using a stretched position. A single jump's keyframes can be duplicated and made to play infinitely.
Anticipation and Follow-through
It's important that anticipation/suspense is followed through in order to replicate a realistic and compelling movement. In this experiment, I used the idea of suspense and follow-through in addition to joint movement, to create a believable arm 'grab'. The speed of the arm after it grabs the can must increase in order to combat the anticipation created before it grabs the can.
Rotation and Travel
The first bouncing ball experiment lacked rotation, which makes it look artificial. By incorporating rotation with squash &stretch and anticipation, the animation's believability is increased. The distance that the ball travels is also lengthened by a roll at the end of the video, which helps to suggest the ball's light mass.
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