Thursday, November 8, 2007

Tutoring Session 1: Recap Related to Ball Bounce

So I had my first meeting with Stephen Gregory of Pixar this past Tuesday. It was a stellar feeling to be in the presence of a master animator. Stephen is really down-to-earth and definitely has quite a zeal for this art form.

Our first session was jam-packed with info leaving me with a lot to absorb, digest and apply to the first two assignments [ball bounce and character jump]. I'll first tackle the ball bounce and then in another post I'll discuss the critique of the jump.

Basically what came out of the critique from the bouncing ball is: SPACING [since my timing seemed pretty good and I think a lot of folks have a pretty good sense of timing, but it's the spacing that seems to take a lot of practice...I know it's gonna for me!]

Stephen thought the ball bounce was really good with the overall timing and animation working well. The problem area though, lies in the fact that the bounce suffers from what is known as STROBING.




In the case of my bounce, I'm getting strobing mostly where the ball makes contact with the surface. This is due to the gap being too large between the ball in the air and the ball on the ground in the next frame.




In addition to that gap being too large, the next position of the ball taking off is too similar in location to the spot where the ball was before contacting the surface. This makes it seem like the ball was in the same place in the air for two frames and enhances the strobing effect.




The problems that occur in the bouncing ball scenario occur in all other animations which is what makes this exercise such a good one to master.

So, I've gone and implemented these critiques into the ball bounce and re-shot the scene.





Here's a look at the break down of each "drawing" or pose [since this is 3D animation after all]:




Here's a look at the spacing between the poses just before the ball contacts the surface:




Here's a look at the Graph Editor of the Translate Y for those of you into that kinda thing:




Now on to a new character jump using a new character rig and implementing a new working method which I'll discuss in another blog posting.

3 comments:

Kerry O'Neill said...

Wow. Very detailed analysis! Keep it up.

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