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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. Animation. Three basic types of animation:.
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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
Animation Three basic types of animation: 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!). Traditional Computer Stop-motion As kids we knew these as “cartoons.”
Animation-related Work Animation is also important in: Top money movies of 2008 were Dark Knight, Iron Man, and Indiana Jones (each had over $300 million in domestic gross) Video Games CGI for live-action films Guitar Hero III sales topped $1 billion in the 2008 holiday season.
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 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 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. 3 frames per key (close-up) 6 frames per key (medium shot)
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). #2 #3 #4 #5 #1 X X X X X X = Center of Gravity
Timing the Jump Frame 78 This jump looks to be about 12 inches high. Play Movie The jump has 4 frames from take-off to apex and 5 frames from apex to landing. Frame 82 The height of the jump, given the time in the air, should only be about 6-8 inches. Frame 87
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 Maximum height (ball at midpoint) VP HL Ball starts and ends on the ground.
Parabolic Arc in Perspective (cont.) 1 VP HL 3 Use “Fourth Down at Half Time” to fill in more points.
Apex of a Jump Apex Correct
Animation Physics Website For more info, visit: www.AnimationPhysics.com