Module 5 - Physics of Animation
Module 5 - Physics of Animation
CONTENTS
1. Introduction to animation
2. Taxonomy of physics based animation methods
3. Frames & frames per Second
4. Size & Scale
5. Motion and timing in animations
6. Constant force and acceleration
7. The odd rule, motion graphs & numerical calculations based on odd rule
8. Examples of character animation
Jumping
Walking
9. Statistical physics for computing (Descriptive statistics and inferential
statistics)
Poisson distribution
Normal distributions (Bell Curves)
Monte Carlo method
Books Referred:
1. Physics for Animators, Michele Bousquet with Alejandro Garcia, CRC Press,
Taylor & Francis, 2016.
2. Physics based animations by Kenny Erleben, Jon Sporring, Knud Henriksen.
3. Exploring physics with computer animation and PhysGL by T J Bensky
MODULE – 5 Physics of Animation
Physics of Animation
1. Introduction to Animation
2. Dynamics is the study of motion taking mass and forces into consideration.
1. Inverse is the study of motion knowing the starting and ending points.
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MODULE – 5 Physics of Animation
3. Frames
The following are the most common types of frames used in animation,
Key frame: Key frames signify the start and end points for actions in animation.
Placeholder frames: Placeholder frames give where the events are taking place at
any given time.
Regular frames: Regular frames decide how long that change will last.
Twined frames: Twined frames contain two key frames and any number of frames
in between.
Different video formats have different FPS rates. Slower FPS rates produce
smaller computer files.
There are two standard television images: 30 frames per second (National
Television Standards Committee) NTSC for the United States and 25 frames per
second (Phase Alternate Line) PAL for Europe.
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MODULE – 5 Physics of Animation
The size and scale of characters often play a central role in a story’s plot. What
would Superman be without his height and bulging biceps? Some characters, like the
Incredible Hulk, are even named after their body types.
We often equate large characters with weight and strength, and smaller characters
with agility and speed.
There is a reason for this. In real life, larger people and animals do have a larger
capacity for strength, while smaller critters can move faster than their large
counterparts.
When designing characters, you can run into different situations having to do with
size and scale, such as:
To understand this, let’s look at a simple cube. When you scale a cube, its volume
changes much more dramatically than its surface area. Let us say each edge of the
cube is 1 unit length. The area of one side of the cube is 1 square unit, and the volume
of the cube is 1 cubed unit. If you double the size of the cube along each dimension,
its height increases by 2 times, the surface area increases by 4 times, and its volume
increases by 8 times. While the area increases by squares as you scale the object, the
volume changes by cubes.
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MODULE – 5 Physics of Animation
Body weight is proportional to volume. The abilities of your muscles and bones,
however, increase by area because their abilities depend more on cross-sectional area
than volume.
To increase a muscle or bone’s strength, you need to increase its cross- sectional area. To
double a muscle’s strength, for example, you would multiply its width by √2. To triple
the strength, multiply the width by √3. Since strength increases by squares and weight
increases by cubes, the proportion of a character’s weight that it can lift does not scale
proportionally to its size.
Let us look at an example of a somewhat average human man. At 6 feet tall, he weighs
180 pounds and can lift 90 pounds. In other words, he can lift half his body weight. If you
scale up the body size by a factor of 2, the weight increases by a factor of 8. Such a
character could then lift more weight. But since he weighs more than 8 times more than
he did before, he cannot lift his arms and legs as easily as a normal man. Such a giant
gains strength, but loses quickness.
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MODULE – 5 Physics of Animation
a) Introduction to Motion
1. Linear
2. Parabolic
3. Circular
4. Wave
Motion and timing go hand in hand in animation.
Individual drawings or poses have a line of action, which indicates the visual flow of
action at that single image.
Motion has a path of action, which indicates the path along which the object or
character moves. The path of action refers to the object’s motion in space. While it
can help show timing, its primary function is to see the direction and path of the
motion, and not necessarily its timing.
Line of Action
Path of Action
c) Timing
Animators have the ability to move forward and backward in time to place objects
when and where they are to be.
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MODULE – 5 Physics of Animation
d) Timing Tools
In animation, timing of action consists of placing objects or characters in particular
locations at specific frames to give the illusion of motion.
Animators work with very small intervals of time; most motion sequences can be
measured in seconds or fractions of seconds.
Frame intervals between keys are usually smaller than one second.
Linear motion refers to motion in a straight line, always in the same direction. An
object moving with linear motion might speed up or slow down as it follows a linear
path.
A heavy ball rolling on a table or incline is an example of linear motion. The ball is
rotating, but its center of gravity follows a linear path.
When uniform motion occurs, the net force on the object is zero. There might be
several forces acting on the object, but when both the magnitude and direction of the
forces are added up, they add up to zero.
Uniform motion is the easiest to animate because the distance the object travels
between frames is always the same.
Uniform motion is a type of linear motion with constant speed and no acceleration or
deceleration. The object moves the same distance between consecutive frames. The
longer the distance between frames, the higher the speed.
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MODULE – 5 Physics of Animation
1. Slow in (ease in) —The object is slowing down, often in preparation for stopping.
2. Slow out (ease out) —The object is speeding up, often from a still position.
The term slow out can be confusing; since it essentially means “speed up.” one can
think of slow out as the same as ease out, as in easing out of a still position and
speeding up to full speed.
For example, a ball rolling down an incline or dropping straight down is slowing out,
as it goes from a still position or slow speed to a fast speed. A ball rolling up an
incline is slowing in.
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MODULE – 5 Physics of Animation
a) Constant Forces
Constant forces result in constant acceleration so we can figure out the timing for
such sequences using a few principles of physics.
The resulting acceleration depends on the direction of the force and motion,
1. When constant net force is applied to an unmoving object, the result is
acceleration.
2. When constant net force is applied to a moving object in the same direction as the
motion, the result is acceleration.
3. When constant net force is applied in the direction opposite the existing motion,
the result is deceleration
For the purposes of animation, however, one can break the character motion into
short time segments and consider each of these segments to be responding to
constant net force. This will make it easier for one to calculate the timing for each
individual segment.
As an example, let’s look at the push for a jump. The force a character exerts during
the push is somewhat constant, and the timing is very short (less than half a second).
In such a case the timing for a constant force is an excellent starting point.
A character walking and pushing a rock is not exerting a constant force throughout
the entire sequence, but during each short part of the walk the net force could be a
different constant value.
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MODULE – 5 Physics of Animation
When acceleration is constant, we can use the Odd Rule to time the frames.
Using odd rule, we can calculate the distance of the object moves between frames
using a simple pattern of odd numbers.
For consecutive frames, the distance of the object moves is a multiple of an odd
number.
For acceleration, the distance between frames increases by multiples of 1, 3, 5, 7, etc.
For deceleration, the multiples start at a higher odd number and decrease, for example
7, 5, 3, 1.
The Odd Rule is a multiplying system based on the smallest distance traveled between
two frames in the sequence. For a slow-out, this is the distance between the first two
frames; for a slow-in, it’s the distance between the last two frames.
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MODULE – 5 Physics of Animation
Suppose there is a jump push (takeoff) with constant acceleration over 5 frames, and
the total distance traveled is 0.4m. then
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MODULE – 5 Physics of Animation
If the moving object wants to slow down, and one must set the first frame of the slow-
in to give an idea of the pacing for the sequence.
One feature of the Odd Rule is that, the base distance is always half the difference
between any two adjacent distances.
Base distance =
To calculate the number of frames in the slow-in, divide the first distance by the base
distance to find out which odd number it corresponds to
This means the first distance corresponds to 7 in the 7, 5, 3, 1 sequence, making the
sequence four frames long.
d) Motion Graphs
A motion graph plots an object’s position against time. On a motion graph, the time
goes from left to right across the bottom of the graph, while the object’s position is
plotted vertically against the time. Each axis in 3-D space (X, Y, Z) has its own line
showing the object’s position along that axis.
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MODULE – 5 Physics of Animation
(i) Jumping
A jump is an action where the character’s entire body is in the air, and both the
character’s feet leave the ground at the same time. A jump action includes a
takeoff, free movement through the air, and a landing.
a) Parts of Jump
2. Takeoff: The character pushes up fast and straightens their legs with their feet still
on the ground.
3. In the air: The amount of time the character is in the air from takeoff to the apex is
called the jump time.
4. Landing: The distance from the character’s CG when her feet hit the ground to the
point where the character stops crouching is called the stop height.
b) Calculating Jump Actions
To calculate the timing for a jump, we need,
1. Jump height or jump time
2. Push height
3. Stop height
4. Horizontal distance the character will travel during Jump
c) Jump Magnification (JM) and Acceleration
Jump Magnification is the ratio that tells how much the character must accelerate
against gravity to get into the air.
Stop Time:
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MODULE – 5 Physics of Animation
(ii) Walking
Walks feature consists of all the basics of mechanics while including personality. The
ability to animate walk feature is the most important skills a character animator needs
to master.
Stride length is the distance in which character travels in a stride, measured from the
same part of the foot.
Gait is the timing of the motion for each foot, including how long each foot is on the
ground or in the air.
During a walk, the number of feet the character has on the ground changes from one
foot (single support) to two feet (double support) and then back to one foot.
We can plot the time each foot is on the ground to see the single and double support
times over time. A normal walking gait ranges from 1/ 3 to 2/3 of a second per step,
with 1/2 second being average.
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MODULE – 5 Physics of Animation
If the probability p is so small that the function has significant value only for very
small k, then the distribution of events can be approximated by the Poisson distribution.
a) Probability mass function
A discrete Radom variable X is said to have a Poisson distribution then mass function
is given by,
Here k is the number of occurrences; e is Euler’s Number, K! is the factorial function. The
positive real number λ is equal to the expected value of X and also to its Variance.
On a particular river, overflow floods occur once in every 100 years on average.
Calculate the probability of k = 0, 1, 2, 3, 4, 5, or 6 overflow floods in a 100-year
interval, assuming the Poisson model is appropriate because the average event rate is
one overflow flood per 100 years, λ = 1
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MODULE – 5 Physics of Animation
A bell curve is a common type of distribution for a variable, also known as the
normal distribution. The term "bell curve" originates from the fact that the graph used
to depict a Normal Distribution consists of a symmetrical bell-shaped curve.
The highest point on the curve, or the top of the bell, represents the most probable
event in a series of data (its Mean, Mode and Median in this case), while all other
possible occurrences are symmetrically distributed around the mean, creating a
downward-sloping curve on each side of the peak. The width of the bell curve is
described by its Standard Deviation.
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MODULE – 5 Physics of Animation
We generate random inputs by scattering grains over the square then perform a
computation on each input. Aggregating the results yields for the approximation of π.
There are two important considerations:
1. If the points are not uniformly distributed, then the approximation will be
poor.
2. If there are many points and then the approximation is poor because few
points are randomly placed in the whole square. i.e. the approximation
improves as more points are placed.
Uses of Monte Carlo methods require large amounts of random numbers and their
use benefited greatly from Pseudo random number generators, which were far
quicker to use than the tables of random numbers that had been previously used for
statistical sampling.
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MODULE – 5 Physics of Animation
4. Question Bank
01 What is animation and mention the taxonomy of physics based animation methods.
02 Write a note on frames in animations.
03 Write a role of size, scale and strength in making animation.
04 Explain the importance of motion and time in animation.
05 Explain the importance of constant force and acceleration in animation.
06 Explain the concept of the odd rule in animation.
07 Explain the jumping feature in character animation.
08 Explain the walking feature in character animation.
09 Explain the Poisson’s distribution.
10 Explain the Normal distribution and Bell curves.
11 Explain Monte-Carlo method
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