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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
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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!).
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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
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Silicon Valley & SJSU San Jose State is located in Silicon Valley at the south end of San Francisco Bay
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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.
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Physics for Animators To create realistic animations, animators need to understand principles of physics.
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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
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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
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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
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Ball Drop Time (sec) FramesDistance from apex 1 / 24 1 1 / 3 inch 1 / 12 21 1 / 3 inches 1/81/8 33 inches 1/61/6 45 1 / 3 inches ¼61 foot 1/31/3 81 ¾ feet ½124 feet 2/32/3 167 feet ¾189 feet 12416 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.”
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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.
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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
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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
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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
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Parabolic Arc in Perspective VP HL Ball starts and ends on the ground. Maximum height (ball at midpoint)
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Parabolic Arc in Perspective (cont.) VP HL 1 3 Use “Fourth Down at Half Time” to fill in more points.
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Apex of a Jump Correct Apex
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Animation Physics Website For more info, visit: www.AnimationPhysics.com
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