Notes On Physics of Animation
Notes On Physics of Animation
Physics of Animation
Introduction:
Animation is a method of photographing successive drawings or models to create an illusion of
movement in a sequence. Since our eyes can retain an image for nearly 0.1 s, when multiple images
appear fast, the brain blends them into a single moving image.
In initial days animation was done by drawing or painting pictures on transparent celluloid sheets
and then photographed but today most of the animation work is done with computer-generated
imagery or CGI.
Animation is inherently fake. It’s not real actors on real sets—it is entirely manipulated from a
computer. Even though animators sometime break the laws of physics animation requires an
understanding of physics and an animator should have a basic understanding of mechanics and
bio-mechanics. Principles of physics are universal, they can be applied to cartoon-style drawings
as well as CGI and make audiences to escape reality and enter a fantasy world!
Kinematics
The study of motion of bodies without considering the actual cause for the motion is known as
kinematics. Here mass and forces are not considered.
Dynamics
The study of motion of bodies by considering the actual cause for the motion is known as dynamics.
Here mass and forces are taken into consideration
Joint angles
End effector
Inverse: It is the study of motion when both the starting and ending points are known. Here
one typically knows where to go, but needs to figure out how to do it. It is also known as
backward. Ex, in robots the motion of its joint angles in robots is inverse or backward
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Forward: It is the study of motion when only the starting point is given. Here the goal is to
predict the final destination. Ex, end effector movement in the robots is forward motion. It
only moves towards the destiny
24 FPS
12 FPS
Scale and Size
Animation of large objects (cricket field, railway stations, dams etc) is not done in their actual size.
Their size must be reduced several times. This is nothing but scaling. Scaling is not only done for
larger dimension objects. Even smaller dimensional objects (insects, body organs etc) also need
scaling.
Definition: The ratio of animation size to the actual size of the object is known as scale or scale
of animation. It is also defined as the ratio of pixels of the animation to the physical units of
length.
Scaling is not only done for altering the sizes of the characters but also done in other aspects such
as movement, energy etc. This is essential to distinguish between other parameters such as weight
and strength, younger and older etc.
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Improper scaling Proper scaling
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For ex: If only the size of the cat and its kitten is scaled down then the kitten will look like small
adult cat only. Actually kitten will move slower than cat and has lesser strength. Hence the scaling
is needed to these factors also for better effects
When object is scaled its volume and area does not change in equal proportionate. Change in the
volume is more compare to area. Volume increases by cube times and area increases by square
times. Hence proportionate scaling is very important. Consider the following example.
The weight of a man depends on his body volume and the muscle strength depends on cross
sectional area. If we want to double the muscle strength the width must be increased 2 times. But
the weight is not scaled proportionately. Hence care has to be taken while creating larger or smaller
objects by means of scaling.
All these types are familiar to us. In connection with animation of motion, we define two
parameters namely line of action and path of action.
Line of action is an imaginary line that describes the direction and motion of a character’s body.
A good line of action improves character’s poses, makes the character look more dynamic,
energetic and alive. There are 3 types of lines of action, the C, reverse C and S curves. Look at the
following fig. It is clear that the second pose gives better impression than first one
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The path along which the object or character moves is known as path of action or arc. For ex, path
of bouncing ball, trajectory of projectile, jumping of ballet dancer, path of moving arm etc.
Arcs are used extensively in animation because they create motion that is more expressive and less
stiff than action along a straight path.
Timing
Timing refers to the time it takes for an action to complete from the starting point to the end.
Timing is the amount of frames it takes for an action to take place.
Timing can have a huge effect on how we perceive a character. If a character moves with less
frames rate it will appear to be heavy and likely very big. If a character has high frames rate it will
appear to be light and probably small. It is explained in the following example
Consider three blocks of same size. 1st block is given 6 frames rate, 2nd block is given 12 frames
rate and 3rd one is given 24 frames rate. As a result 1st block falls fast giving the illusion of being
heavy
Timing of action consists of placing objects or characters in particular locations at specific frames
to give the illusion of motion. If images are placed at same location in all the frames it won’t give
motion effect (fig-A). Hence we work with very small intervals of time (fig-B).
Spacing
Spacing is the distance an object moves within a defined time for that action (it is also the distance
an object moves for every frame of that action)
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The main difference between timing and spacing is that timing refers to everything that happens
over time whereas spacing refers to how much fast something moves. It is illustrated as follows
Consider two balls moving same horizontal distance in same time. Assume the top ball will be
moving slowly to begin with, then speed up and then slow down again at the end. The bottom ball
will just begin and keep a constant speed until the end. Both will be in the same position at the
beginning, middle and end of the animation. To achieve this we are going to change the spacing.
If we have more drawings near the starting pose, one or two in the middle, and more drawings near
the next pose lesser drawings make the action faster and more drawings make the action slower.
In linear motion if the body travels without acceleration (or deceleration) then it is known as
uniform motion. Here the net force acting on the object is zero and distance travelled between
consecutive frames is same. Hence timing is very easy. If the speed is less the spacing between the
frames is less. If the speed is more the spacing is also more
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When the net force acting on the object is not equal to zero then according to Newton’s second
law, there will be acceleration (even deceleration also). As a result the object will get faster and
faster until the force stops acting on it. Now comes one of the Principles of Animation. It is called
"slow-in and slow-out".
All types of movements start with acceleration and end with deceleration. Even in animation also
this principle is followed. An object or a character in animated video starts its movements more
slowly, then picks up speed and finishes with deceleration. As a result the beginning and end of
the movement are softened. This is called ‘slow-in’ (or ease in) &’slow-out’(or ease out)
.
Slow-in (or ease in) is process in which the body is preparing for stopping and Slow-out (or ease
out) is the process in which the body is speeding up from a still position.
Slow-in and slow-out is achieved by adjusting the spacing (as explained in the above section). To
create a slow-out, we need to place the frames close together and then move them apart gradually.
To create the slow-in we will need to gradually place the frames closer together at the end of the
animation.
Consider the animation of oscillating pendulum. There are more circles at slow-in and slow-out
positions and less at middle positions.
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If the force is varying with respect to time then it is variable force. Ex, force on a charge in variable
magnetic and electric field, spring force etc. Timing of the action is very difficult for motions due
to variable forces.
Normally all the forces exerted by us in everyday life are variable. Force applied during walking,
running, jumping, skating, dancing etc is a variable one. If you break the motion into smaller
segments then force in each segment is treated as constant and timing becomes easier.
In the below fig, jumping (by girl) is divided into 3 segments. Force is nearly constant over each
segment. The timing is very short for each of these segments
If the applied force is constant then the body will move with constant acceleration. The acceleration
depends on the direction of the applied force. There are 3 possibilities
Odd rule
The distance travelled by the object between two successive frames is calculated by odd rule.
According to this rule
“The distance travelled between two successive frames is obtained by multiplying the base
distance by odd numbers 1,3,5,7 etc during accelerated motion and by multiplying the base
distance by odd numbers 7,5,3,1 etc during decelerated motion”
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Base distance: Base distance is the smallest distance between the two frames. 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. It is given by
total distance
Base distance =
(last frame number − 1)2
Explanation:
This rule is applicable to both vertical and horizontal motion. It is explained
for a body falling under gravity. Consider a ball falling under gravity with zero
initial velocity. Distance travelled
1 1 1
after 1 sec 𝑆1 = 𝑔𝑡 2 = 𝑔 = 1 × ( 𝑔)
2 2 2
1 2 1
after 2 sec 𝑆2 = 𝑔𝑡 = 4 × ( 𝑔)
2 2
1 2 1
after 3 sec 𝑆3 = 𝑔𝑡 = 9 × ( 𝑔)
2 2
1 2 1
after 4 sec 𝑆4 = 𝑔𝑡 = 16 × ( 𝑔)
2 2
and so on
Here the difference between any two successive distances is an odd number.
For ex, 4-1 = 3; 9-4 =5; 16-9 = 7 and so on. Hence the rule is named as odd rule
The process of calculating the distance from the first frame to the current frame and use these
distances to place the object on specific frames is known as odd rule multiplier. For slow-out, it
is as follows
i. Find the distance between first two frames. It is also known as “base distance”
ii. Multiply it by 1 to get the distance between frame 1 and 2. The total distance travelled
is 0+1=1
iii. Multiply by 3 to get the distance between frame 2 and 3. The total distance travelled is
0+1+3=4
iv. Multiply by 5 to get the distance between frame 3 and 4. The total distance travelled is
0+1+3+5=9
And so on…It is summarized as follows
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The same is represented in the following fig. From fig, it may be observed that after the first
increment, all the others are longer by the same amount (amount of 2- Red arrow mark).
Ie, 3 – 1 =2; 5 – 3 = 2; 7 – 5 = 2 and so on
𝐵 = 2(𝐴 − 1) − 1
𝐶 = (𝐴 − 1)2
Ex:
If A = 5 then B = 2(5-1)-1 = 7
C = (5 – 1)2 = 16
The whole process is applicable for ‘slow-in’ process also (decelerated motion). Only difference
is that we have to multiply in the reverse manner ie, 7, 5, 3, 1.
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1. Slow-out process
First of all, find the distance between first two successive frames. It is also known as base distance.
Then multiply it by odd numbers 1,3,5,7 etc to get the distances between consecutive frames.
Finally use squares to multiply the base distance to get the total distance traveled on each frame
(See the above table)
If the total distance is known then the base distance is calculated using the formula
total distance
Base distance =
(last frame number − 1)2
For ex: In the above fig, the total distance is 2m and number of frames is 5 then
2
Base distance = = 0.125𝑚
(5 − 1)2
2. Slow-in process
First, find the distance between the last two frames. Then multiply it by odd numbers in reverse
order, ie 7,5,3,1
If the total distance is known then the base distance is calculated using the formula
total distance
Base distance =
(last frame number − 1)2
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In the above fig, the total distance is 0.9 m and number of frames is 4 then
0.9
Base distance = = 0.1𝑚
(4 − 1)2
3. Jumping up process
Consider a girl jumping up. The whole process is divided into 3 small intervals (or 3 frames). Let
the total height is 0.3 m, then
0.3
Base distance = = 0.075𝑚
(3 − 1)2
Consider a girl jumping down through a distance 0.54 m. The whole process is divided into 4
frames, then
0.54
Base distance = = 0.06𝑚
(4 − 1)2
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Motion Graphs
A graph of distance versus time is known as motion graph. It is also called as position-time graph
or x-t graph. It is very important for animation because the nature of the motion is ascertained from
the graph. Some of the motion graphs are as follows
Fig. (i) represents constant velocity and constant slope. There is no acceleration
Fig. (ii) represents positively increasing slope and velocity. Hence acceleration is positive. More
the acceleration more will be the curvature
Fig.(iii) represents negatively increasing slope. It represents decreasing velocity. Hence it is
deceleration
Motion of an object is an integral part of animation. By observing and studying the real life
movements one can make the animation more attractive and lively. Jumping and walking are two
real life actions where the entire body is in motion. Now we shall take up their character animation
by applying the knowledge of physics in animation
1. Jumping
Takeoff —Character pushes up fast and straightens legs with feet still on the ground. The
distance from the character’s center of gravity (CG) in the crouch to the CG in takeoff
position is called the push height. The amount of time (or number of frames) needed for
the push is called the push time.
In the air—Both the feet are off the ground, and the character’s center of gravity (CG)
moves in a parabolic arc. First it reaches a maximum height (apex), and then falls back to
the ground. The maximum height or jump height, is measured from the CG at takeoff to
the CG at the apex of the jump. The amount of time the character is in the air from takeoff
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to apex is called the jump time. If the takeoff pose and the landing pose are similar, then
jump time is same for going up and coming down (it is exactly similar to time of ascent
and time of descent in projectile motion).
Landing—Character touches the ground and bends knees to return to a crouch. The
distance from the character’s CG when her feet hit to the ground to the point where the
character stops crouching is called the stop height. The stop height is not always exactly
the same as the push height
Calculations
i. Calculation of jump timing
Let the jump height be 1.2 m and acceleration due to gravity is 9.8 ms-2. The jump time is
2ℎ 2 × 1.2
𝑡2 = = = 0.25
𝑔 9.8
∴ 𝑡 = 0.5 𝑠
This is the time taken to go from crouch position to apex position. As we know that the frame rate
is 24 (FPS), the total number of frames for this action should be 24 × 0.5 = 12 frames
ii. Jump magnification (JM)
The JM is the ratio of the jump height to the push height.
jump height
𝐽𝑀 = − − − (1)
push height
It is also defined as the ratio of jump time and push time. It is used to calculate the push timing
and stop timing.
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jump time
𝐽𝑀 = − − − (2)
push time
In terms of acceleration it is given by
push acceleration
𝐽𝑀 = − − − (3)
𝑔
[To prove Eq (3): (Optional – not in syllabus)
Jumping motion is equivalent to projectile motion. While going from crouch to take off position the girl will
have some acceleration called push acceleration. After wards her body moves upward and experiences
acceleration due to gravity. During downward motion she experiences gravity only.
Jump velocity = push acceleration × push time (because v = at)
Landing velocity = landing acceleration × jump time
But the jump velocity shall be equal to landing velocity. Hence
push acceleration × push time = landing acceleration × jump time
Since landing acceleration is same as g we can write
push acceleration × push time = g × jump time
jump time push acceleration
=
push time 𝑔
push acceleration
𝐽𝑀 =
𝑔
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5
stop time = 0.5 × ≈ 6 𝑓𝑟𝑎𝑚𝑒𝑠
0.4
2. Walking
Walking is another event where a lot of physics is involved and the animation of walking needs
the complete knowledge of mechanics. Walking is nothing but a step-by-step movement. Each
step is divided into 4 poses namely passing, step, contact, and lift. Also we need the concept of
Strides and steps as well as walking time
Strides and Steps
A step means one step with one foot. A stride means two steps, one with each foot. Step length is
the distance between two successive steps and Stride length is the distance between two parts of
the same step. Step and stride length indicate lengthwise spacing for the feet during a walk.
Walk timing
While walking each foot is in contact with ground for 60% of time (ie, single support) and both
the feet will be in contact for 20 % of time (double support). In this connection we define a quantity
called Gait. It is the timing of the motion for each foot, including how long each foot is on the
ground or in the air. For normal walk it is about ½ second
To walk faster, obviously one has to increase stride length and decrease the time of double support.
A fast walk has a stride rate of about 4 feet/sec. If it becomes 6-7 then walking turns into running.
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