Module 5_Physics of animation (1)
Module 5_Physics of animation (1)
Application of Physics in
Computing
Physics of Animation
Physics of Animation
• Taxonomy of physics based animation
methods
• Frames, Frames per Second
• Size and Scale
• Weight and Strength
• Motion and Timing in Animations
• Constant Force and Acceleration
• The Odd rule,
• Odd-rule Scenarios
• Motion Graphs
• Examples of Character Animation:
• Jumping
• Parts of Jump
• Jump Magnification
• Stop Time
• Walking: Strides and Steps
• Walk Timing
Physics of Animation
• Animation: It is a technique of
making images to run in sequential
order at a certain rate to create the
illusion of playing an video .
• It is a technique of creating videos
based on illusion & creativity to make
the audience understand the
story/sequence/ topic of interest.
Taxonomy of Physics-based
animation methods
General Examples:
• Superman-height and bulging biceps
• Incredible Hulk-body types
• Monsters – Large and scary
• Antman - small in size,
• Fairies-small and beautiful
Weight and Strength
• Body weight is proportional to
volume.
• The abilities of muscles and bones,
however, increase by area because their
abilities depend more on cross-sectional
area than volume. Therefore increase a
muscle or bone’s strength, you need to
increase its cross sectional area.
• increase in volume of a character
increases the weight of the character in
animating video.
Frames & Frames per second (FPS)
Frames: A frame is a single image in a
sequence of pictures. A frame contains the
image to be displayed at a unique time in the
animation.
Frame per second: No. of frames displayed in
one second for smooth movement of effect is
called frame rate.
• In general, one second of a video is
comprised of 24 or 30 frames per second
also known as FPS.
• In India, we are using 24 FPS as a standard
whereas UK & European countries using 25
FPS and US using 30 FPS as standard.
Motion: Line Of Action & Path Of Action
line of action :It is a line along with the part of the character
body moves. Individual poses have a line of action, which
indicates the visual flow of action at that single image.
Generally line of action takes C, Reverse C and S shape in
animation to create more realistic effect.
Path of action :It is the path along which the object or
character moves. The path of action generally refers to the
object’s motion in space.
Timing & spacing
• Timing in animation refers to the duration taken to
complete the action.
• Timing tells how many frames has to be accommodated
from starting point to end point of an animated video for
better visual effect.
• Timing gives the perception of weight of the object ie.,
heavier object moves slowly and lighter object move faster
for better animated effect.
• Animators work with very small intervals of time; most
motion sequences can be measured in seconds or
fractions of seconds.
Fast Slow
Spacing: it is the distance an
object moves with in a defined time
for that action. It is also the
distance between the two frames in
an action.
Spacing decides the speed of action
ie., if more the spacing between the
frames, more will be the speed of
the character and spacing between
the frames is lesser for slow
movement of the character.
Linear motion
• Linear motion refers to motion in a straight line.
• An object moving with linear motion might speed
up, slow down or move with a constant speed but it
will follows a linear path.
• A heavy ball rolling on a table, a stone dropped
from certain height to ground are the examples
of linear motion.
Uniform motion
• It is a type of motion with constant velocity
and therefore no acceleration or deceleration.
• In uniform motion timing and spacing
between the frames remain same through out
the motion.
• ie., in uniform motion the distance between
the frames is the same through out the
period of motion.
• The longer the distance between frames, the
higher the speed (Timing).
• and shorter is the distance between frames,
the smaller will be the speed(Timing).
Non-uniform motion
• It is a type of motion with varying
velocity and therefore acceleration or
deceleration also varies with time.
• In non-uniform motion timing and
spacing between the frames changes
through out the motion.
• ie.,The distance between the frames
varies through out the period of motion.
• Based on the distance between the
frames and timing, non uniform motion
is classified into 3 types.
Different cases in non uniform
motion
Easy Ease: It is a motion where the character Start slowly than
becomes fast and finally stops slowly.
• Here the distance between the frames will increase gradually
and go for its maximum and then the distance decreases
slowly to its minimum
JM
Calculation Of Push Time And Stop Time
𝑃𝑢𝑠 𝐴𝑐𝑐𝑒𝑙𝑒𝑟𝑎𝑡𝑖𝑜𝑛
𝐽𝑢𝑚𝑝 𝑀𝑎𝑔𝑛𝑖𝑓𝑖𝑐𝑎𝑡𝑖𝑜𝑛 𝐽𝑀 =
𝐺𝑟𝑎𝑣𝑖𝑡𝑎𝑡𝑖𝑜𝑛 𝐴𝑐𝑐𝑒𝑙𝑒𝑟𝑎𝑡𝑖𝑜𝑛
𝑃𝑢𝑠 𝐴𝑐𝑐𝑒𝑙𝑒𝑟𝑎𝑡𝑖𝑜𝑛 = 𝐽𝑢𝑚𝑝 𝑀𝑎𝑔𝑛𝑖𝑓𝑖𝑐𝑎𝑡𝑖𝑜𝑛 × 𝐺𝑟𝑎𝑣𝑖𝑡𝑎𝑡𝑖𝑜𝑛 𝑎𝑐𝑐𝑒𝑙𝑒𝑟𝑎𝑡𝑖𝑜𝑛
5 𝐹𝑟𝑎𝑚𝑒𝑠 × 0.5 𝑚
𝑆𝑡𝑜𝑝 𝑡𝑖𝑚𝑒 = = 6.3 𝐹𝑟𝑎𝑚𝑒𝑠 ≈ 6 𝐹𝑟𝑎𝑚𝑒𝑠
0.4 𝑚
𝟔 𝐅𝐫𝐚𝐦𝐞𝐬
Therefore, Stop time in second = = 0.2 second
𝟑𝟎 𝐟𝐩𝐬
𝟓 𝐅𝐫𝐚𝐦𝐞𝐬
Similarly, Push time in second = = 0.16 second
𝟑𝟎 𝐟𝐩𝐬
Questions from Model Paper
1. Elucidate the importance of size & scale and weight and
strength in animations. – 8 marks
2. Sketch and explain the motion graphs for linear, easy
ease, easy ease in and easy ease out cases of animation. –
8 marks
3. A slowing-in object in an animation has a first frame
distance 0.5m and the first slow in frame 0.35m. Calculate
the base distance and the number of frames in sequence.
– 5 marks
4. Discuss timing in Linear motion, Uniform motion, slow in
and slow out. – 8 marks
5. Illustrate the odd rule and odd rule multipliers with a
suitable example. – 6 marks
6. Describe Jumping and parts of jump. – 8 marks
7. Describe the calculation of Push Time and Stop Time with
Examples – 6 marks
Statistical Physics for Computing
• Descriptive Statistics
• Inferential Statistics
• Poisson Distribution
• Normal Distribution
• Monte Carlo Simulation Method
Statistical physics is a branch of physics that
evolved from a foundation of statistical
mechanics, which uses methods of
probability theory and statistics,
particularly the mathematical tools for dealing
with large populations and approximations, in
solving physical problems.
𝜆𝐾 𝑒 −𝜆
𝑃 𝑋=𝐾 =
𝐾!
Solution:
Given : λ =4, K = 0,1,2
𝜆𝐾 𝑒 −𝜆
Formula: 𝑃 𝑋 = 𝐾 =
𝐾!
40 𝑒 −4
Therefore, 𝑃 𝑋 = 0 = = 0.0183
0!
41 𝑒 −4
𝑃 𝑋=1 = = 0.0732
1!
42 𝑒 −4
𝑃 𝑋=2 = = 0.1465
2!
Problem 2: At a place, volcanic eruption
occurs once in 100 years. Calculate the
probability at K = 0,1,2 assuming Poisson
Model.
Solution:
Given : λ =1, K = 0,1,2
𝜆𝐾 𝑒 −𝜆
Formula: 𝑃 𝑋 = 𝐾 =
𝐾!
10 𝑒 −1
Therefore, 𝑃 𝑋 = 0 = = 0.3678
0!
11 𝑒 −1
𝑃 𝑋=1 = = 0.3678
1!
12 𝑒 −1
𝑃 𝑋=2 = = 0.1839
2!
Modeling the Probability for Proton Decay
The probability of observing a proton decay can be estimated from the
nature of particle decay and the application of Poisson Statistics.
The number of protons N at time t in a radio active decay process can
be written according to decay equation as
𝑁(t) = 𝑁0 𝑒−𝜆𝑡 --------(1)
Where, 𝑁0 is the initial quantity of the element
λ is the radioactive decay constant
N(t) is quantity of the element after time t.
If the half life of proton is considered to
be 1033 years, then, the probability that
a proton will decay per year is given by
decay constant
0.693 0.693
𝜆= = ≈ 10−33 𝑦𝑒𝑎𝑟 −1
𝑇1/2 1033
𝜆𝐾 𝑒 −𝜆 30 𝑒 −3
𝑃 𝑋=𝐾 = = = 0.05
𝐾! 0!
𝑃𝑟𝑜𝑏𝑎𝑏𝑖𝑙𝑖𝑡𝑦 =
𝑁𝑜 𝑜𝑓 𝑝𝑜𝑖𝑛𝑡𝑠 𝑔𝑒𝑛𝑒𝑟𝑎𝑡𝑒𝑑 𝑖𝑛𝑠𝑖𝑑𝑒 𝑡𝑒 𝑐𝑖𝑟𝑐𝑙𝑒 𝜋
=
𝑁𝑜 𝑜𝑓 𝑝𝑜𝑖𝑛𝑡𝑠 𝑔𝑒𝑛𝑒𝑟𝑎𝑡𝑒𝑑 𝑖𝑛𝑠𝑖𝑑𝑒 𝑡𝑒 𝑆𝑞𝑢𝑎𝑟𝑒 4