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For the following tutorial exercises I looked at areas for the 12 principles of animation, this included squash and stretch, anticipation, follow through and
overlapping, slow-in and slow-out, arcs and secondary action. Within these exercise I notice a lot of overlapping of each principal in order to form an effective
piece of animation. For this particular exercise I looked at a ball bouncing on the spot; to start with I put in the main up and down movements of the ball and
keyframed them onto the timeline.
Form there I then went into the graph editor and looked at making the curves a spline tangents, meaning an animation
curve that is smooth between the key before and the key after the selected key. Here I also made sure the top and bottom
key frames in the graph editor lay flat, to do this I used the flat tangents, thus enabling the ball when it reaches its next
point to ‘hang’ in the air for moment before starting again.
I then went back
and started to add
in the squash and
stretch to the ball
using the scale
options in the
channel box.
Bouncing Ball: With Rotation & Travel.
I then added in the slow in and slow out for the balls bounces (1) and then looked at making the
curves spline (2); as well as looking at the top and bottoms points to ensure they were laying
flat.
I then made the bottom contact points on the ball linear (3) on one side so that it make a hard
contact with ground as the ball comes back down again
I then added some travel to the ball by
key framing the translate Z channel in
frame 1 and then in frame 30, thus
allowing the ball to bounce whist
moving instead of just on the spot as
seen in the first tutorial.
The ball and chain dropped from the fixing so to fix this I
select the fixing went to Fields/solvers > passive ridged body,
this then allowed the chain and ball to stay attached to the
fixing. Meaning it’s going to be locked in place so chain and
ball won’t fall when the simulation is run.
For this exercise I looked at at the settle and rest of the pendulum above, this consisted of using rotate Z to ‘swing’ the pendulum from one side
to the next going down in intervals of 5 each time till the pendulum came to a stop.
I then went back and added further keyframes to the sequence to add in that slow-in and slow-out as it reached it’s next point hangs for a
second and then drops back down to go back up.
Secondary Action & Overlap.
Here I looked at primary and secondary action. For this I animated the top orange link so that it swing from one side to the
next; much like the pendulum animation. This link is the primary action of this sequence. From there I then copied the
animated set and then applied it to the remaining links using the paste connect option so that it followed on from that last
link. In addition to this I then delayed each links animation by two frames to help create the follow on action from the prior
link. This I secondary action.
Squash & Stretch.
Then next exercise consisted of focusing on the squash and stretch of a object (toadstool). To start with I gave the toadstool the basic motion of
a jump using the translate Y in the channels box, with the addition of some slow-in and slow out as it reaches the height of its jump. From there I
then add in the squash and stretch using the top and bottom controls on the toadstool with the use of translate Y again; this creating two
different animation curves that when combined together create a jumping squishing toadstool.
I then made the animation repeat its self by going to the graph editor > View > Infinity then Curves > Pre Infinity > Cycle
> Curves > Post Infinity > Cycle
Anticipation & Follow-Through.
From there I then looked at Anticipation & Follow-Through action as a hand comes down and picks up a can. To start with I got the motion of
the arm swinging down and up, from there I then went back to reposition the hand and fingers to appear open as they swoop down to the can. I
then adjusted the wrist and shoulder as the hand holds the can up toward its shoulder.
I then got the can to follow the hand up
as it grasps it, to do this I turned the can
switch from 0 to 1 to allow the can to
lock into place of the hand. After this
was complete I then want back and
tidied up the graph editor and looked at
getting rid of any inconsistencies in the
flow of the curves.