Physics for Animation Artists Alej Garcia* (Physics) Dave Chai (Art & Design) San Jose State Univ. Supported by the NSF/CCLI program *Presenting at AAPT Winter 2009 meeting, Chicago
Animation Three basic types of animation: Traditional Computer Stop-motion As kids we knew these as “cartoons.” Four of the top 10 grossing movies in 2008 were animated feature films (WALL-E, Kung-Fu Panda, Madagascar 2, and Horton Hears a Who!).
Animation-related Work Animation is also important in: Video Games Guitar Hero III sales topped $1 billion in the 2008 holiday season. Top money movies of 2008 were Dark Knight, Iron Man, and Indiana Jones (each had over $300 million in domestic gross) CGI for live- action films
Silicon Valley & SJSU San Jose State is located in Silicon Valley at the south end of San Francisco Bay
Animation Program at SJSU The Animation / Illustration program in San Jose State’s School of Art & Design has 5 permanent faculty, a dozen lecturers and over 400 majors.
Physics for Animators To create realistic animations, animators need to understand principles of physics.
Anatomy for Artists Surgeons and artists learn anatomy, but for very different purposes. Engineers and artists need different curricula in physics for their disciplines. Leonardo da Vinci
Teaching Physics to Animators For three semesters Dave Chai and I have been team teaching an upper-division animation class. Prof. Dave Chai, Award-winning animator
Animation Exercises Animation is learned by exercises of varying difficulty. The simplest is a bouncing ball; an intermediate exercise is a human jump. Play Movie Play Movie
Ball Drop Time (sec) FramesDistance from apex 1 / / 3 inch 1 / / 3 inches 1/81/8 33 inches 1/61/ / 3 inches ¼61 foot 1/31/3 81 ¾ feet ½124 feet 2/32/3 167 feet ¾189 feet feet The first exercise is the ball drop, which introduces constant acceleration. We discuss the timing and spacing of the motion, such as in this example of a falling softball (4 inch diameter) animated “on twos.”
A Fourth Down at Half Time 3 frames per key (close-up) 6 frames per key (medium shot) In time, Key #3 is half way between #1 and #5. In space, Key #3 is a fourth of the way down between #1 and #5. This rule always applies for any key half-way in time from the point of release.
Timing a Jump This jump looks to be about 12 inches in the air, which takes a total of 12 frames (6 from take- off to apex and 6 from apex to landing). #1 #2 #3 #4 #5 FrameKey 1#1 2| 3| 4#2 5| 6| 7#3 8| X X X X X X = Center of Gravity
Timing the Jump Frame 78 Frame 82 Frame 87 The jump has 4 frames from take-off to apex and 5 frames from apex to landing. The height of the jump, given the time in the air, should only be about 6-8 inches. This jump looks to be about 12 inches high. Play Movie
Path of Action As with bouncing ball, the path of action is a parabolic arc. Apex needs to be above the half-way point between take- off and landing
Parabolic Arc in Perspective VP HL Ball starts and ends on the ground. Maximum height (ball at midpoint)
Parabolic Arc in Perspective (cont.) VP HL 1 3 Use “Fourth Down at Half Time” to fill in more points.
Apex of a Jump Correct Apex
Animation Physics Website For more info, visit: