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0% found this document useful (0 votes)
3 views10 pages

Presentation 1

Uploaded by

moinahmed.5110
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MODULE-5

TOPIC: ODD RULE MULTIPLIERS

Presented by:

Moin Ahmed

Niyamathulla P

Noushin Nisha

Pooja Kumari

Mohammed Kalam
The Odd Rule: A
Powerful Tool for
Animating Smooth
Motion
The Odd Rule: A Simple Explanation
Understanding the Odd Rule Example: A Bouncing Ball

The Odd Rule provides a simple way to calculate distances for Imagine a ball bouncing. The first bounce could cover a distance of 1
keyframes in animation. It relies on multiplying a base distance by a unit, the second 3 units, the third 5 units, and so on. This pattern
sequence of odd numbers (1, 3, 5, 7, etc.). ensures a smooth, natural motion. The Odd Rule is a handy tool for
generating these smooth curves.
Calculating Odd Multipliers
• The Formula • Applying the Formula

To calculate the odd number multiplier for consecutive For example, the multiplier for the third frame would
frames, use this formula: be:
Odd number multiplier for consecutive frames = ((3 – 1) \* 2) – 1 = (2 \* 2) – 1 = 4 – 1 = 3
((frame # – 1) \* 2) – 1
Odd Rule Scenarios: Slow-
in and Slow-out
Slow-in
For smooth deceleration, work backward from the final frame.
Multiply the base distance by increasing odd numbers (3, 5,
7...) to create a gradual slow-down.

Slow-out
For smooth acceleration, start with a small initial distance.
Multiply by increasing odd numbers (1, 3, 5...) to create a
gradual speed-up.

Combined
Combine slow-in and slow-out for natural motion, like a
bouncing ball: slow acceleration, peak speed, slow
deceleration.
Calculating Total Distance
Finding Total Distance Example
You can calculate the total distance travelled from the For the fifth frame, the multiplier would be:
first frame to the current frame using this formula: (5 – 1) 2 = (4) 2 = 16
Multiplier for distance from first frame to current frame
= (current frame # – 1) 2
Calculating Base Distance: Known Total
Distance and Number of Frames
Formula Applying the Formula
To calculate the base distance for a known total Let's say an object travels a total distance of 0.4m over
distance and number of frames, use this formula: 5 frames. Applying the formula, we get:
Base distance = Total distance/(Last frame number – 1) Base distance = 0.4m/(5 – 1) 2 = 0.4m/16 = 0.025m
2
The Benefits of the
Odd Rule
Control Over Motion Natural, Smooth
Animation
The Odd Rule gives
animators more control over The Odd Rule ensures a
the speed and distance of natural, smooth movement
an object's movement. without abrupt changes in
speed or direction.

Easy to Use
The formula is simple and straightforward, making it easy to
implement for animators.
Conclusion: Mastering
the Odd Rule for
Smooth Animation
The Odd Rule is a valuable technique for creating smooth and
natural animation. By understanding how to use it effectively,
animators can achieve a high level of visual quality in their work.
Remember, it's about finding the right distance and multiplier for
each frame, keeping in mind the desired motion and timing for
your animation.

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