5-Module - Chpter 1 - Physics of Animation - by GHP
5-Module - Chpter 1 - Physics of Animation - by GHP
Dr. G H Pujar
Asst. Professor and Head
&
Controller of Examinations
Syllabus
Physics of Animation: Taxonomy of physics based animation methods, Frames, Frames
per Second, Size and Scale, Weight and Strength, Motion and Timing in Animations,
Constant Force and Acceleration, The Odd rule, Odd rule Scenarios, Motion Graphs,
Examples of Character Animation : Jumping, Parts of Jump, Jump Magnification, Stop Time,
Walking: Strides and Steps, Walk Timing. Numerical Problems
Statistical Physics for Computing : Descriptive statistics and inferential statistics, Poisson
distribution and modeling the probability of proton decay, Normal Distributions (Bell
Curves), Monte Carlo Method : Determination of Value of π. Numerical Problems.
2
What is Animation…!!!?
Animation is the rapid display of a sequence of images to create an
illusion of movement.
Ex: Even after the object is removed, the impression of an object seen by the
eye remains on the retina for 1/16th of a second- “optical illusion”
When multiple images appear in fast succession, the brain blends them
into a single moving image.
The most common method of presenting animation is as a motion picture
4
History of Animation
• Paleolithic (old stone age) cave paintings
– animals depicted with multiple legs in superimposed positions to convey the
perception of motion
History of Animation
• Zoetrope
• As the cylinder spins, one looks through the slits at
the pictures
• One sees a rapid succession of images, producing the
illusion of motion
• The earliest known zoetrope was created in China
around 180 CE (may have existed in China even 300
or so years before that)
History of Animation
• Phenakistoscope
• A spinning disc attached vertically to a handle
• A series of drawings around the disc's
center
• A series of equally spaced radial slits
• The user spins the disc and looks through the
moving slits at the disc's reflection in a mirror
• Invented by a Belgian physicist Joseph
Plateau in 1841
History of Animation
• Praxinoscope
– Improved on the zoetrope by replacing slits
with an inner circle of mirrors
– Invented in France in 1877 by Charles- Émile
Reynaud
– In 1889, he invented an improved
version that allowed one to project
the images onto a screen
History of Animation
• Flip book
– The first form of animation to
employ a linear sequence of
images, rather than a circular
set
– In 1868, John Barnes Linnett
patented it under the name
kineograph ("moving picture“)
• Cinematograph
– Fed the linear film through with a hand operated crank
– Projected the images onto a large screen
– Invented in 1895 by the Lumiere brothers
– Took their “film projector” around the world,
charged admission for movies
– Original films were 17 meters long and lasted 50
seconds
Hollywood
16
Taxonomy Based Animation Methods
The field of physics-based animation and simulation can roughly be subdivided into two
large groups:
Kinematics : The study of motion without consideration of mass or forces.
Dynamics : The study of motion taking mass and forces into consideration.
17
Frames and Frames per Second
Creating a larger or smaller character isn’t just a matter of scaling everything about the
character uniformly.
• For ex: While scaling a cube, its volume changes much more dramatically than its
surface area.
• Doubling the size of the cube along each dimension, its height increases by 2 times, the
surface area increases by 4 times, and its volume increases by 8 times.
Weight and Strength
Body weight is proportional to volume.
• Ability of muscles & bones depend more on cross-sectional area than volume
• To increase muscle/bone’s strength, it is needed to increase the cross-
sectional area.
• Strength increases by squares & weight increases by cubes, the proportion
of a character’s weight that it can lift does not scale proportionally to its size
• Ex: A man 6 feet tall weighing 180 pounds and can lift 90 pounds.
• If you scale up the body size by a factor of 2, the weight increases by a factor
of 8. Such a character could then lift more weight.
• But since the character weighs 8 times more than it did before, it can not lift
the arms and legs as easily as a normal man.
• Such a giant gains strength, but loses agility.
Motion and Timing in Animation
Introduction to Motion:
Motion is an essential component in games and animations. The motion is governed by
the Newton's laws and kinematic equations.
When animating a scene, there are several types of motion to consider. These are the
most common types of motion: 1. Linear, 2.Parabolic, 3. Circular, 4. Wave
Timing Tools:
In animation, timing of action consists of placing objects or characters in particular
locations at specific frames to give the illusion of motion
Animators work with very small intervals of time and most motion sequences are
measured in seconds or fractions of seconds.
Fortunately, physics has some tried-and-true laws that can help to figure out accurate
timing.
Linear Motion Timing
• Linear motion refers to motion in a straight line.
• An object moving with linear motion might speed up, slow down or move with a constant
speed and it follows a linear path.
• Ex: A heavy ball rolling on a table or incline is an example of linear motion. The ball is
rotating, but its centre of gravity follows a linear path.
24
Uniform Motion Timing
• When uniform motion occurs, the net force on the object is zero. There might be several
forces acting on the object, but when both the magnitude and direction of the forces are
added up, they add up to zero.
• It is a type of linear motion with constant speed and no acceleration or deceleration.
• Uniform motion is the easiest to animate because the distance the object travels
between consecutive frames is always the same.
• The longer the distance between frames, the higher the speed.
25
Accelerated Motion Timing: Slow-in and Slow-out
When motion is accelerating or decelerating, referred as a ‘slow-out’ or ‘slow-in’.
‘slow-out’, sometimes called ease-out—object is speeding up, from a position.
• The term slow out essentially means “speed up.”
• One can think of slow out as the same as ease out, as in easing out from a position
and speeding up to full speed.
‘slow-in’, sometimes called ease-in—object is slowing down, often in preparation for stopping.
For example,
The resulting acceleration depends on the direction of the force and motion,
When constant net force is applied to an unmoving object, the result is
acceleration.
When constant net force is applied to a moving object in the same
direction as the motion, the result is acceleration.
When constant net force is applied in the direction opposite the existing
motion, the result is deceleration (acceleration in the opposite direction).
Forces Exerted by Characters
Forces exerted by characters are rarely constant throughout an entire motion in animation.
For the purposes of animation, the character motion could be divided into short time
segments and consider each of these segments to be responding to constant net force.
This will make it easier for one to calculate the timing for each individual segment.
Ex: (i) The push for a jump. Force exerted by character during the push is somewhat constant
and timing is very short. In such case, the timing for a constant force is an excellent
starting point.
(ii) A character walking and pushing a rock is not exerting a constant force
The Odd Rule
When acceleration is constant, the ‘Odd Rule’ is used to time the frames
(Simple Pattern of Odd Numbers).
Between consecutive frames, the distance covered
by object is a multiple of an odd number.
For acceleration, distance between frames increases by multiples of 1, 3, 5, 7……..
For deceleration, the multiples start at a higher odd number, ……………7, 5, 3, 1
“Odd Rule” is a multiplying the system based on the smallest distance travelled
between two frames in the sequence.
Base distance
For a slow-out: it is the distance between the first two frames
For a slow-in: it is the distance between the last two frames
The Odd Rule
30
The Odd Rule Multipliers
Odd multipliers for Consecutive Frames = ((Frame# − 1) × 2 − 1)
Multiplier for distance from first frame to current frame = (Current Frame# − 1)2
Multiply by Base distance to get
Distance between
Consecutive 1St Frame &
Frame #
Frames this Frame
1 n/a 0
2 1 1
3 3 4
4 5 9
5 7 16
6 9 25
7 11 36
The Odd Rule Scenarios
1. Base Distance Known, Speeding up: :Base Distance × odd rule multipliers from the first frame
2. Base Distance Known, Slowing down : Base Distance × odd rule multipliers from the last frame
𝑇𝑜𝑡𝑎𝑙 𝐷𝑖𝑠𝑡𝑎𝑛𝑐𝑒
𝑩𝒂𝒔𝒆 𝑫𝒊𝒔𝒕𝒂𝒏𝒄𝒆 = 2
𝐿𝑎𝑠𝑡 𝑓𝑟𝑎𝑚𝑒 𝑛𝑜. −1
Example: Suppose there is a jump push (takeoff) with constant acceleration over 5 frames, and the total
distance traveled is 0.4m. Using the above formula, we find the base distance.
The Odd Rule Scenarios
4. First Key Distance Known, Slowing down : A moving object is about to slow down.
The distance between the last two consecutive frames just before slow down are considered to find
the Base distance.
Distance b/w the first two frames is the first key distance & the next frame is first slow in distance.
One of the features of the Odd Rule is that the Base distance is always half the difference between any
two adjacent distances.
i.e., Base distance = 0.5m−0.35m = 0.07m 2. Base Distance Known, Slowing down
2
• To figure out how many frames are in the slow-in,
Multiplier for distance from first frame to current frame = (Current Frame# − 1)2
Solution:
Example 3. While animating a Speeding up car, the total distance travelled over 6 frames is
25m. Calculate the base distance.
25
𝑩𝒂𝒔𝒆 𝑫𝒊𝒔𝒕𝒂𝒏𝒄𝒆 = 2
6−1
25
𝑩𝒂𝒔𝒆 𝑫𝒊𝒔𝒕𝒂𝒏𝒄𝒆 =
25
𝑩𝒂𝒔𝒆 𝑫𝒊𝒔𝒕𝒂𝒏𝒄𝒆 = 1 𝑚
Example 4. A slowing-in object in an animation has a first frame distance 0.5m and the first
slow in frame 0.35m. Calculate the base distance and the number of frames in sequence.
Solution:
Example 5. In a case of animating a jump the Push Height is 0.5m and the JM is 5. Calculate
the Jump Height and Push Acceleration. Given Gravitational Acceleration 10𝑚𝑠−2
Solution:
Example 6. The jump animation is associated with a Push Time of 5 frames, Push Height
0.4m and Stop Height 0.5m. Calculate the Stop time. Express the push time and stop time in
second if the animation is played at 30fps.
Solution: