Tuesday 28 February 2012

Initial Animation Techniques

Would you believe that animating a 3D model is easier than actually modelling it!! No, me neither!!
For our first animation we created a simple bouncing ball. This was done by using the Set Key to create an initial up and down motion. But that wasn't enough, OOOHHH no! Definitely not realistic enough!
This was tackled by using the Curve Editor. This was a graph of the motion of the ball. If you think of a bouncing ball in real life the fastest points in its motion are when it hits the ground with the slowest at the apex of the bounce.


With the help of some handy preset curves the graph was edited to make the bounce more realistic. The bounce can be looped by using the Parameter Curve Out of Range tool and selecting the looping curve, showing dotted curves outside the established timeline.

Then came the duplication!! Why have one ball when you can have three for the same price?! When we copied the initial ball the frames of animation on that ball are also automatically copied, meaning that when the animation is played we have multiple balls bouncing identically. Enter Dope Sheet! Similar to the Graph Editor in that we get a representation of the timeline of the animation, where it differs is that the lines are all flat representing the keyframes.
These lines represent each individual model with a Global one representing all of them at the same time. These lines can be moved and squashed to edit the individual motions of the different object on screen.
Hay Presto, first animation :D

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