Module-5 Physics of Animation
Module-5 Physics of Animation
CBCS-2022 Scheme
MODULE-5- Physics of Animation
Animation
Animation is the process of displaying still images (drawings, models, or even
puppets) in a rapid sequence to create the illusion of movement. Because our eyes
can only retain an image for approx. ⅒ th of a second, when multiple images appear
in fast succession, the brain blends them into a single moving image.
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Frames and frames per second.
A frame is a single image in a sequence of pictures. A frame contains the image to be
displayed at a unique time in the animation. In general, one second of a video is
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comprised of 24 or 30 frames per second also known as FPS. The frame is a
combination of the image and the time of the image when exposed to the view. An
extract of frames in a row makes the animation.
1. Inverse is the study of motion knowing the starting and ending points.
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We cannot imagine a Superman be without his height and bulging biceps? Some
characters, like the Incredible Hulk, are even named after their body types.
We can equate large characters with weight and strength, and smaller characters
with agility and speed. As it is noticeable in real life scenarios that, larger people and
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animals do have a larger capacity for strength, while smaller critters can move and
maneuver faster than their large counterparts.
When designing characters, we can run into different situations having to do with
size and scale, such as:
1. Human or animal-based characters that are much larger than we see in our
everyday experience. Superheroes, Greek gods, monsters,
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2. Human or animal-based characters that are much smaller than we are
accustomed to, such as fairies and elves.
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4. Characters that are child versions of older characters. An example would be an
animation featuring a mother cat and her kittens. If the kittens are created and
animated with the same proportions and timing as the mother cat, they won’t look
like kittens; they’ll just look like very small adult cats.
If we double the size of the cube along each dimension, its height increases by 2
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times, the surface area increases by 4 times, and its volume increases by 8 times.
While the area increases by squares as we scale the object, the volume changes by
cubes.
Body weight is proportional to volume. The abilities of our muscles and bones,
however increase by area because their abilities depend more on cross-sectional area
than volume.
To double a muscle’s strength, for example, you would multiply its width by √2.
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Since strength increases by squares and weight increases by cubes, the proportion
of a character’s weight that it can lift does not scale proportionally to its size.
Let us take an example of a somewhat average human man. At 6 feet tall, he weighs
180 pounds and can lift 90 pounds. He can lift half his body weight.
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Such a giant gains strength, but loses agility.
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and ease out (slow out) (8M)
Path of action Motion has a path of action, which indicates the path along which the
object or character moves. The path of action refers to the object’s motion in space.
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An object moving with linear motion might speed up, slow down or move with a
constant speed and it follows a linear path.
1) Uniform motion: It is the easiest to animate because the distance the object travels
between frames is always the same.
The object moves the same distance between consecutive frames. The longer the
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2) Ease out / Speed up e.
The object is speeding up i.e it’s speed increases gradually, often from a still position.
The frames are located such that, initially the frames are closely spaced with gradual
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increase in the spacings.
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The object is slowing down, it’s speed decreases gradually often in preparation for
stopping.
The frames are located such that, initially the frames are widely spaced with gradual
decrease in the spacings of the frames.
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4) Ease out- Ease in or Ease-Ease.
It is the combination of speed up and slowed down. That is the object initially gets
speed up initially and finally comes to still position with slowing down.
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In the beginning the frames are located such that, initially the frames are closely
spaced with gradual increase in the spacings up to middle position.
From the middle position onwards, the frames are widely spaced with gradual
decrease in the spacings of the frames towards the still position.
e.
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Illustrate the odd rule and odd rule multipliers with a suitable
example (8M)
When acceleration is constant, The Odd Rule is used (Simple Pattern of Odd
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For deceleration, the multiples start at a higher odd number and decrease, for
example 7, 5, 3, 1.
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The Odd Rule is a multiplying system based on the smallest distance (base
distance) travelled between two frames in the sequence
Base distance :For a slow-out is the distance between the first two frames and
for a slow-in: the distance between the last two frames is called as the base
distance.
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e.
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Odd Rule Multipliers can be used to calculate the distance from the first frame to the
current frame and use these distances to place the object on specific frames
Multiplier for distance from first frame to current frame = (Current Frame# − 1)2
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Odd rule scenarios
Base Distance Known Speeding up : Base Distance * odd rule multi- pliers from
the first frame
Base Distance Known Slowing Down : The base distance * Odd rule multipliers
backwards.
Total Distance and Number of Frames Known, Speeding Up :
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Base distance = Total distance
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Example: Suppose there is a jump push (take-off) with constant acceleration over 5
frames, and the total distance travelled is 0.4m. Using the formula above, we find the
base distance.
e. 𝟎. 𝟒𝒎 𝟎. 𝟒𝒎
𝑩𝒂𝒔𝒆 𝒅𝒊𝒔𝒕𝒂𝒏𝒄𝒆 = = = 𝟎. 𝟎𝟐𝟓𝒎
𝟐 𝟏𝟏
(𝟓 − 𝟏)
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A slowing in object in an animation has a first frame distance of 0.5 m
and the slow in frame 0.35m. Calculate the base distance and the number
of frames in sequence (5M)
One of the features of the Odd Rule is that the base distance is always half the
difference between any two adjacent distances.
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Describe Jumping, parts of Jump and Jump Magnification (8M)
A jump is an action where the character’s entire body is in the air, and both the
character’s feet leave the ground at roughly the same time.
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A jump action includes a take-off, free movement through the air, and a landing.
Parts of Jump :
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Crouch—A squatting pose taken as preparation for jumping.
Take off—Character pushes up fast and straightens legs with feet still on the ground.
The amount of time (or number of frames) needed for the push is called the push time.
In the air— Both the character’s feet are off the ground, and the character’s CG
moves in a parabolic arc as any free-falling body would.
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Landing—Character touches the ground and bends knees to return to a crouch. The
distance from the character’s CG when her feet hit to the ground to the point where
the character stops crouching is called the stop height. The stop height is not always
exactly the same as the push height.
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Push height: The distance between Center of gravity (CG) in crouch position to CG of
Take off position
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Jump Magnification
e.
Jump Magnification is in fact an exact ratio that tells one how much the character has
to accelerate against gravity to get in to the air.
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Push time: The number of frames required to move from ‘crouch position’ to ‘Take off
position’.
Jump time: The number of frames required to move from ‘Take off position’ to ‘In air
position’.
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Stop time: The number of frames required to move from ‘In air position’ to ‘Landing
position’.
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Example:
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Push Height: 0.4m
Walking
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Walks feature all the basics of mechanics while including personality. The ability to
animate walk cycles is one of the
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Strides and Steps
A step is one step with one foot. A stride is two steps, one with each foot. Stride length
is the distance the character travels in a stride, measured from the same part of the
foot. Step and stride length indicate lengthwise spacing for the feet during a walk.
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Gait is the timing of the motion for each foot, including how long each foot is on the
ground or in the air.
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During a walk, the number of feet the character has on the ground changes from one
foot (single support) to two feet (double support) and then back to one foot. You can
plot the time each foot is on the ground to see the single and double support times
over time. A normal walking gait ranges from 1/ 3 to 2/3 of a second per step, with
1/2 second being average.
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Distinguish between Descriptive Statistics and Inferential
statistics
Statistical physics is a branch of physics that evolved from a foundation of statistical
mechanics, which uses methods of probability theory and statistics, particularly the
mathematical tools for dealing with large populations and approximations, in solving
physical problems.
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Descriptive statistics: The term “descriptive statistics” refers to summarizing and
organizing the characteristics of a data set. A data set is a collection of responses or
observations from a sample or entire population.
In quantitative research, after collecting data, the first step of statistical analysis is to
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describe characteristics of the responses, such as the average of one variable (e.g.,
age), or the relation between two variables (e.g., age and creativity).
Inferential Statistics:
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Inferential Statistics is a method that allows us to use information collected from a
sample to make decisions, predictions, or inferences from a population. The major
inferential statistics are based on statistical models such as Analysis of Variance, chi-
square test, student’s t distribution, regression analysis, etc.
Estimation of parameters
Testing of hypothesis
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Explain the Poisson’s distribution with an example
Poisson Distribution If the probability p is so small that the function has
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significant value only for very small k, then the distribution of events can be
approximated by the Poisson Distribution. Probability mass function A discrete Radom
variable X is said to have a Poisson distribution, with parameter , if it has a probability
Mass Function given by
e.
Here k is the number of occurrences, e is Euler’s Number,! is the factorial function.
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The positive real number λ is equal to the expected value of X and also to its Variance.
The Poisson distribution may be used in the design of experiments such as scattering
experiments where a small number of events are seen.
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Discuss the modelling probability for proton decay
Proton decay
Proton decay is a rare type of radioactive decay of nuclei containing excess protons, in
which a proton is simply ejected from the nucleus. The mechanism of the decay
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process is very similar to alpha decay. Proton decay is also a quantum tunneling
process.
Where:
t: is time
Here 𝜆 = 1/𝑡 = 10−33/ 𝑦𝑒𝑎𝑟 is the probability that any given proton will decay in a year.
Since the decay constant λ is so small, the exponential can be represented by the first two terms of the
Exponential Series.
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Most recently the experiment on proton decay has been done by Super Kamiokande,
Japan which started observation in 1996. It is a large water Cherenkov detector which
is the most sensitive detector in the world used to examine proton decay with the huge
source with 7.5×1033 protons
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For one year of observation, the number of expected proton decays is then
No-N = No λ t
e.
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Proton decay has not been detected experimentally till now probably because of fact
that the event is extremely rare. Assuming that λ = 3 observed decays per year is
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mean, then the Poisson distribution function tells us that the probability for zero
observations of decay is
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This low probability for a null result suggests that the proposed lifetime of 10 33 years is
too short.
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Discuss the salient features of normal distribution using bell
curves
Normal Distribution:
The bell curve is a normal probability distribution of variables plotted on the graph
and is like a bell shape where the highest or top point of the curve represents the most
probable event out of all the series data.
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CHARACTERISTICS
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symmetry about the ordinate at the central point of the curve implies that the size,
shape, and slope of the curve on one side of the curve is identical to that of the other.
In other words, the left and right halves of the middle central point are mirror images,
as shown in the figure given here.
2. The Normal Curve is Unimodel: Since there is only one maximum point in the
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curve, thus the normal probability curve is unimodal, i.e. it has only one mode.
3. The Normal Curve is Bilateral: The total area under the curve is 1, the 50% area of
the curve lies to the left side of the maximum central ordinate and 50% of the area lies
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to the right side. Hence the curve is bilateral.
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e.
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Monte-Carlo Method:
Monte Carlo Simulation, also known as the Monte Carlo Method or a multiple
probability simulation, is a mathematical technique, which is used to estimate the
possible outcomes of an uncertain event. The Monte Carlo Method was invented by
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John von Neumann and Stanislaw Ulam during World War II to improve decision-
making under uncertain conditions. It was named after a well-known casino town,
called Monaco.
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2. Generate inputs randomly from a probability distribution over the domain
Estimation of Pi
The idea is to simulate random (x, y) points in a 2-D plane with the domain as a
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square of side 2r units centered on (0,0).
Imagine a circle inside the same domain with the same radius r and inscribed
into the square.
We then calculate the ratio of the number of points that lay inside the circle
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and the total number of generated points.
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We know that the area of the circle πr 2 , while that of square 4r2 . The ratio of these
two areas is as follows:
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