Friday, September 7, 2018

Ball Sequence: Stretch and Squash

Try this for fun animation practice...
Animate a bouncing ball that stretches and squishes, but don't let it loose or add mass.
 
http://toonator.com/
Toonator Gallery
Ball bounce
TED: Animation Basics

Squash and stretch is the principal that gives the illusion of weight and flexibility to objects, this is best shown in animation of bouncing balls. The most important aspect of squash and stretch is to ensure the object has a sense of realism even with the most extreme and comical squash and stretch applied to it, this is done by ensuring that the volume of the object does not change at any point.

Squash and stretch can be used to differentiate between two objects, the degree of squash and stretch changes the consistency and sometimes character of the object in question. Squash and stretch adds realism to objects because they follow the laws of physics that our eyes recognize as correct. An accelerating ball for instance will stretch due to the gravity acting on it, while once the ball hits the floor all that gravitational potential energy is transferred and causes the ball to compress, or squash, under this pressure. Similarly on the way back up on the bounce we would see stretch again as the object pulls away from the surface.

Leanne Reed Ball Sequence

The amount of squash and stretch is relative to the material in question, a bowling ball and a tennis ball would have very different reactions to these forces and would be shown in the squash and stretch. The bowling ball would have very little compression when hitting the floor, just as it would have very little stretch on the way down, the tennis ball would react very differently, we would expect to see much more exaggerated squash and stretch, as well as more bounces before coming to a stop.

It is this difference in materials and the effects using  bouncing balls that I have tried to show in my own bouncing ball animation. I have shown the difference between the two balls by having the lighter of the two balls show a lot more stretch, however due to the laws of gravity both balls fall at the same rate, yet once hitting the ground the lighter ball will bounce a lot higher, with more squash and stretch implying more elasticity than the heavier ball, clearly showing to the viewer that the two balls are very difference.

This is the first lesson taught to any animation student. It may seem boring, but by following it you will grasp most of the principals used in animation. Study the bouncing ball scene above: Look at it again with all the frames superimposed.



Now some of the techniques used become easier to see.

1. Arcs. The ball falls in an elliptical arc through space. Most things move in an arc of some kind. If the ball were to move in a straight line between the high and low points of the bounce, then the action would look very unnatural.

2. Timing. (or Spacing). As the ball falls it is accelerated by gravity, the gap between each frame growing all the time until the ball contacts the ground. As the ball bounces from the ground the opposite happens: as the ball hops up it moves very fast at first, then slows down by gravity into the high piont of its bounce. Note that at the high point of the bounce the ball is weightless…perfectly balanced between the force of gravity pulling it down, and its own momentum moving it forward.

3. Squash and Stretch. As the ball falls it stretches. When it impacts the ground it squashes. When it bounces off the ground it stretches again. Note how quickly the ball regains its circular shape. Too much squash and stretch can make an object look “mushy”.

4. Volume. The ball should remain the same mass as it squashes and stretches. If the ball were to squash too much it would seem to be growing physically bigger. This is very eye catching, and looks weird.

How to animate the ball. The process of animating the ball is straightforward. On a single sheet of paper, draw the arc path that the ball will follow.

figure 2: bouncing ball arcs

On this drawing, tick off the position of each ball on the arc path with an X. Be sure to number them. In feature and tv animation, frames are usually numbered 1,3,5,7,9 and so on. To simplify things here, let’s number them 1,2,3,4, etc. For an explanation of why odd numbers are used in animation, see the appendix at the bottom of the page. It’s really boring, and should be a really nice cure for insomnia.

figure 3: arcs with frame numbers

If you have a backlight, then switch it on. Put a clean sheet over the arc path drawing. Now you are ready to begin drawing the “Key” drawings of the animation: the points where the ball is at its most extreme. In this example, its highest and lowest points in the bounce.As you can see, frame 1 is the first and highest point in the sequence. It is therefore an extreme drawing. Frame 7 is the squash drawing where the ball hits the ground. It is also an extreme, as are drawings 12,17,21,25,28 and 31.

figure 4: arcs and extreme ball positions

On separate sheets of paper, you should draw the different key frames as named above. If done correctly you should have a series of drawing numbered 1,7,12,17,21,25,28 and 31.Be sure that you write the frame numbers on the top right and bottom right of each drawing. If your drawing is a key frame (as these are) then put a circle around the number.

figure 5: drawing 1

Place them on the peg bar with the lower numbers on the bottom and the higher numbers on the top. Now you are ready to “roll” the drawings.

How to Roll the drawings:A lot of people working in animation seem to forget how tricky this is. It is a fairly easy skill, it just takes a little practice. Do it slowly at first, as you progress you’ll begin to do it instinctively. There are people working in the industry who aren’t smart enough to chew gum and fart at the same time, and they can do it. So don’t worry. It takes a little time, but you’ll get the hang of it.

rolling paper

Back to the ball: Now you must add the inbetween frames. These are the drawings that go between the keys in order to make the action look smooth. It’s common for these to be called “tweens”, thanks to digital animation programs – but traditional animators call them “inbetweens” (the correct term).
All frames are equal, but some frames are more equal than others. You must determine which is the most important frame to draw next. Which has the most important action?

figure 6: main stretch drawing

In this case, the most important is frame 6. It is the most stretched frame in the falling sequence. Therefore I would consider this almost as much a key frame as 1 and 7. If you have a backlight, switch it on. Put the arc path drawing on the pegs first. Then put down 1. Put down 7. Then put down a blank sheet. You should see something like this:

figure 7: first two keyframes

Now you are going to draw frame 6. Begin to sketch in the stretched ball. When stretching the ball, keep the volume consistent. The overall mass of the ball must be the same. Position it around the x drawn on the arc path. When you have finished, you will have to flip the paper to see if it moves right:

How to flip the drawings:
Flipping is similar to rolling, but whereas with rolling you move through the pages sequentially, here you move from the bottom drawing, to the top one, then to the middle one. “WHY?” you ask….because this way you can see the inbetween in motion and make subtle corrections as you work. Incredible as it seems, this method is far more accurate than a lighttable.

flipping paper

Watch the paper closely. Notice that both index and middle fingers are wedged between the top two layers. You begin flipping by holding up both top sheets of paper towards you. You are now looking at the lowest frame, frame 1. Then you drop the two sheets down to the board, revealing the topmost drawing, i.e. the inbetween frame. Then you lift up the top drawing to reveal the one in the middle, i.e the final keyframe. It takes time to get the hang of this. It will be well worth the effort if you do.
Now you will need to add the remaining inbetween drawings between 1 and 5. The easiestway to do this is with a timing chart. Lets look at what we’ve got so far:

figure 8: the spacing of the first 7 drawings

You could “eyeball” all the remaining frames, but the surest way to do them is by writing a timing chart. It will look something like this:

figure 9: the timing chart

The timing chart will go on frame 1, beneath the frame number on the top right of the drawing. This chart tells you that the next most important drawing is 5. That’s why it’s underlined. Note how the spacing on the timing chart relates to the spacing on the arc path above. The chart can determine the position of all the inbetween frames, and also their weight, mass, speed, etc.
Now you have keyframe 1 with a timing chart, and keyframe 6. Simply follow the chart, place the arc path on your drawing board, then 1, Then 6, and proceed to follow the timing chart. Draw 5.

figure 10: keep the ball shapes solid

Note: see how quickly the ball regained its shape…if you were to inbetween the shape as well as the position of the ball then the ball would feel very mushy…by drawing 5 as circular, the scene will be much snappier. Repeat inbetweening until the first arc of the bounce is complete. Repeat the process for all frames of the scene.

I have included all the original frames for this scene as digital files. They should print out onto regular A4 printer paper. You can print them out and peg them up onto strips of punched paper, allowing you to roll through the scene. You line them up with the crosshairs on the corners of the page. Simply paste up frame 1 as you like it, then put it on your drawing board. Then put down a strip of punched paper, and position frame 2 with its crosshairs lined up with frame 1.
IMPORTANT: all frames should be positioned against frame 1, otherwise the scene will “drift”.

drawing board

You can find the files here: Bouncing ball image files . You’ll need winrar to decompress them (most zip programs should work on them).
Appendix: Numbering drawings.

Most animation is still produced for film and tv. Film is projected at 24 frames per second (fps). Early cartoons were all drawn with 24 drawings for every second of film, i.e. onedrawing for every frame of film. Some clever chap finally realised that the animation looked just as good if only 12 drawings were drawn per second of film. Each drawing would be shot twice, to keep the overall timing the same. Nobody noticed the difference, and a lot of carpal tunnel doctors went out of business.
This discovery can be attributed entirely to prohibition. Animators of the twenties were notorious alcoholics. Not these days, glad to say. Today’s breed are wholesome family men, loyal to their wives, good fathers, upstanding members of society, clean living wackos.

The practice of animating 12 fps is called animating “on twos”, and the practice of animating 24 fps is called animating “on ones”. It was still occasionally necessary to animate scenes on ones if a fast action was required, or if the camera panned over the background, i.e. move from left to right to follow a character across the screen. Such shots would look jerky if shot on twos.

When working on twos the animators usually number their frames with odd numbers. 1,3,5 and so on. Frame one is shot twice, frame two is shot twice, ad nauseum. If a point in the scene demands a fast action such as a punch or a shake, then the scene can be switched to ones at thatpoint. The numbering can then include the even numbers that will make the action smoother.

If all this sounds like gibberish, don’t worry. It’s not relevant to anything in the next few lessons.
One last comment about timing: Today a lot of animation is made on computers, and can be projected at any frame rate desired. 10 fps looks fine. Most Japanese animation has been animated at 8 fps for years…a method known as animating “on threes”, as each drawing is shot 3 times, producing 8 frames per second.

That’s it for the ball…

First-
Do some direct sketch observations of a ball. Use a light and play with shading and shadows figure/ground relationships.

Second-
Throw the ball in the air and observe the weight of the ball, how gravity effects it. Then draw a bounce sequence on one page [see above illustration].

Third-
Animate a bounce sequence see below...
View Angry Animator Tutorial
Or below I grabbed from the angry animator.

This exercise will teach you the most important principles of animation, namely:
Arcs.
Timing/Spacing.
Squash and Stretch.
Volume.

Tuesday, September 4, 2018

GIF with found images

Collage
Eye
Head
Face
https://gph.is/1t1SQhW

Frame animation workflow


In Photoshop, you use the Timeline panel to create animation frames. Each frame represents a configuration of layers.

You can also create animations using a timeline and keyframes.
 See Creating timeline animations.
Photoshop Frame animation workflow
Illustration of an animation. The unicycle image is on its own layer; the position of the layer changes in each frame of the animation.


To create frame-based animations in Photoshop, use the following general workflow.

Open a new document, or your self-portrait PSD with the layer.

If they are not already visible, open the Timeline, and Layers panels. Make sure the Timeline panel is in frame animation mode. In the middle of the Timeline panel, click the downpointing arrow to choose Create Frame Animation and then click the button next to the arrow.

Add a layer or convert the background layer.

Because a background layer cannot be animated, add a new layer or convert the background layer to a regular layer. See Convert background and layers.

Add content to your animation.

If your animation includes several objects that are animated independently, or if you want to change the color of an object or completely change the content in a frame, create the objects on separate layers.

Add a frame to the Timeline panel.

Select a frame.

Edit the layers for the selected frame.

Do any of the following:

  • Turn visibility on and off for different layers.
  • Change the position of objects or layers to make layer content move.
  • Change layer opacity to make content fade in or out.
  • Change the blending mode of layers.
  • Add a style to layers.
    Photoshop provides tools for keeping characteristics of a layer the same across frames. See Unifying layer properties in animation frames.

Add more frames and edit layers as needed.

The number of frames you can create is limited only by the amount of system memory available to Photoshop.
You can generate new frames with intermediate changes between two existing frames in the panel using the Tween command. This is a quick way to make an object move across the screen or to fade in or out. See Create frames using tweening.

Set frame delay and looping options.

You can assign a delay time to each frame and specify looping so that the animation runs once, a certain number of times, or continuously. See Specify a delay time in frame animations and Specify looping in frame animations.

Preview the animation.

Use the controls in the Timeline panel to play the animation as you create it. Then use the Save For Web command to preview the animation in your web browser. See Preview optimized images in a web browser.

Optimize the animation for efficient download.

Save the animation.

There are different options for saving your frame animation:

  • Save as an animated GIF using the Save For Web command.
  • Save in Photoshop (PSD) format so you can do more work on the animation later.
  • Save as an image sequence, QuickTime movie, or as separate files. See also Export video files or image sequences.

Favourite Animations

Share your interests and inspiration in animation:
1st in groups of 2 or 3, share your experiences/interests in animation. Share your favorite animation titles describe the animation and explain why it is your favorite.
Type the titles and URL web addresses here:
Animation Library

Share with class