Module 5
Module 5
Physics of Animation
Introduction
Physics-based animation has emerged as a core area of computer graphics finding widespread application in
the film and video game industries as well as in areas such as virtual surgery, virtual reality, and training
simulations.
Much of physics-based simulation is based on the formulation of classical mechanics developed by Isaac
Newton. In his work, he described several laws of motion that remain fundamental in the modelling, analysis,
and simulation of the types of mechanical systems that we are interested in here. Another distinct
formulation of classical mechanics is variational or analytical mechanics, which is based on the principle of
least action, and also has significant use in physics-based animation.
Inverse is the study of motion knowing the starting and ending points.
Forward is the study of motion solely given the starting point
Frame
The frame is a single image in a sequence of pictures. In general, one second of a video is 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.
Frames are put to the view once they are reconsidered by the next frames. All frames are presented
for the specific time on the display,
Frames per Second:
Frame rate (expressed in frames per second or FPS) is typically the frequency (rate) at which consecutive
images (frames) are captured or displayed. This definition applies to film and video cameras, computer
animation, and motion capture systems. In these contexts, frame rate may be used interchangeably with
frame frequency and refresh rate, which are expressed in hertz.
The Odd Rule is a multiplying system based on the smallest distance traveled between two frames
in the sequence. For a slow-out, this is the distance between the first two frames; for a slow-in, it’s
the distance between the last two frames. This distance, the base distance, is used in all Odd Rule
calculations.
Odd Rule Multipliers:
The Odd Rule in its simplest form, as described above, is just one way to use it. For example, you
can instead calculate the distance from the first frame to the current frame and use these distances
to place your object on specific frames.
If you add up all the consecutive frame multipliers up to a particular frame, you get the multiple for
the entire distance. For example, on frame 4, the consecutive multiples thus far are 1, 3, and 5. If
you add up these numbers you get 9, which is the multiplier for the entire distance up to frame 4.
If you’re calculating the distance for a large number of frames and a chart like this isn’t practical,
you can figure out the odd number multiplier for consecutive frames with this formula:
Odd number multiplier for consecutive frames = ((frame # – 1) * 2) – 1.
In the charts above, note that the distances in the last column are squared numbers: 4 = 22 , 9 = 32 ,
16 = 42 , and so on. One of the benefits of the Odd Rule is you can calculate the total distance
traveled from the start point to the current frame with the following formula:
Multiplier for distance from first frame to current frame = (current frame # – 1)2
When setting your keys, you can use either the consecutive key multipliers or total distance
multipliers. Choose the one that’s easiest for you to use for your animated sequence.
If you add up the distances traveled, you will find that they add up to exactly 0.4m
First Key Distance Known, Slowing Down
Suppose you have a moving object that you want to slow down, and you’ve set the first frame of
the slow-in to give an idea of the pacing for the sequence. In this case, you can consider that the
distance the object moved between the last two frames before the slow-in is part of the
calculation— the distance between them becomes the first frame distance, and your first slow-in
frame becomes the second frame in the sequence.
One feature of the Odd Rule is that the base distance is always half the difference between any
two adjacent distances. To find the base distance,
you can simply calculate:
(0.5m – 0.35m)/2 = 0.07m
To figure out how many frames are in the slow-in, divide the first distance by the base distance to
find out which odd number it corresponds to.
0.5/0.07 = 7
This means the first distance corresponds to 7 in the 7, 5, 3, 1 sequence, making the sequence four
frames long. Now you can work back the other way, multiplying your base distance by odd
numbers to get the distances for the rest of the slow-in frames.
MOTION GRAPHS
A motion graph plots an object’s position {3D
space (X, Y, Z)} against time. If you’re using
animation software, understanding and using
motion graphs is a key skill in animating
anything beyond the simplest of motions. If
you’re drawing your animation, drawing motion
graphs before animating can help you visualize
the motion.
Constant Speed
With constant speed on any axis, the motion graph is always a straight line. The greater the speed,
the greater the slope of the line.
Acceleration
Graphs of accelerating motion always show a curve. The more the curve bends, the more the
object is accelerating.
Acceleration of Gravity
The motion graph for the Z axis of an object thrown in the air shows a parabola, a U-shaped curve.
Swinging
For swinging back and forth, as with a pendulum, the repetitive motion curve follows a wave
pattern. Each part of the wave has a shape similar to the curve for falling due to gravity. The object
goes up and down repeatedly against and with gravity.
Examples of Character Animation
Jumping
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. jump actions
includes a takeoff , free through the air,
and a landing.
A jump can be divided into several distinct parts:
Crouch—A squatting pose taken as preparation for
jumping.
Takeoff —Character pushes up fast and straightens legs
with feet still on the ground.
The distance from the character’s center of gravity (CG)
in the crouch to the CG when the character’s feet are
just about to leave the ground is called the push height.
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 center of gravity (CG) moves in a
parabolic arc as any free-falling body would. First it
reaches an apex, and then falls back to the ground at
the same rate at which it rose.
The height to which the character jumps, called the
jump height, is measured from the CG at takeoff to the
CG at the apex of the jump.
The amount of time the character is in the air from takeoff to apex is called the jump time.
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.
Path of action—The trajectory along which the
character jumps, which can be straight up in the air or over a horizontal distance.
Calculation of Jump Actions
Jump Timing:
Jump Magnification:
When calculating the remainder of the timing for the
entire jump action, you can use a factor called jump
magnification (JM). The JM can be used to calculate the
push timing and stop timing. The JM is the ratio of the
jump height to the push height.
The general formula for calculating the velocity of an accelerating object is:
Let’s relate this back to our jump. If the landing velocity is the same as the push velocity, we know that:
v = Jump Acceleration * Jump Time
Because the average velocity is the same for both the push and jump, we can say that d/t is the same for
both jump and push:
PUSH TIME
The JM also gives you the ratio of the jump time to the push time.
LANDING
The forces on landing are similar to takeoff . If the landing has faster timing, the forces will be larger than
for a longer timing.
STOP TIME
Walks feature all the basics of mechanics while including personality. The ability to animate walk cycles is
one of the most important skills a character animator needs to master.
POSES
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. Gait is the timing of the motion for each foot, including how
long each foot is on the ground or in the air. 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.
In a normal walk, each foot is on the ground about 60% of the time. Both feet are on the ground about 20%
of the time. In the contact pose, both feet are in contact with the ground. A normal walking gait ranges from
1/3 to 2/3 of a second per step, with 1/2 second being average.
Walk Timing