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Thread: Let's git gud: Exercise 07 - Overlap/Follow-through

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    Senior Member Unbounded's Avatar
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    Feb 2015

    Let's git gud: Exercise 07 - Overlap/Follow-through

    New exercise added 5-2-2016: Overlap/waving motion

    New exercise TBA

    Heya everyone, Unbounded here. Since I figured this spot was lacking some activity, and because I find things way more fun when other people are joining as well, I decided to make a fun olí thread where we can really just take a step back, and focus on learning the basic animation stuff, the fundamentals, really well. Like, really really well. You know, stuff like the bouncy ball, walk/run cycles, etc etc etc.

    Oh, and Iím going to be tackling them in order. From the very bottom, (ball bouncing, no decay), so regardless of animation ability you should be able to jump in and participate. Heck, pretty much everyone should be able to benefit from this thread anyway.

    ďBut Unbounded!Ē You might say, ďIíve already been animating for X amount of years! Iím already above this!Ē

    Well, sure, I thought that myself. Iíve been playing with animation for roughly a year myself, but when I do a bouncy ball exercise I still get some weird results like this. Until you try it you canít figure out if you have mistakes in the first place!

    But for a better answer, no, no you arenít above the basics. Industry professionals arenít above the basics.

    Hereís an example of a pencil test from Milt Kahl for Bambi. Freakiní Bambi. Itís basically modeled as a bunch of bouncing balls. Itís important. Trust me. Learning and practicing this stuff will improve every animation you work on from here on in.

    Convinced yet? Good! Letís get started then. The first few exercises will be listed below:

    Absolute Beginner animation exercises (Taken from 11secondclub forums):

    1: Bouncing ball, no decay. (Loop)

    For this exercise weíre just going to be taking a single bouncing ball. It starts at the top, falls vertically, and is nondecaying. This means that there is no energy lost due to air friction, and there is no energy lost in the ground, and as a result the bouncing ball always ends at the same height that it started. Itís the perfect, ideal universe.

    Thereís no horizontal motion yet. That comes later!

    I'll be posting tips for each of the exercises as I find them. I know I'm looking up ways to improve on this stuff myself. I see no reason why I shouldn't share this.

    Spoiler for 11secondclubTips:

    Spoiler for Submitted exercises/critiques::

    2: Bouncing ball, decay
    This is similar to the first one in that weíre working with a bouncy ball, but the big thing here is that itís actually decaying, meaning that it is losing energy. The heights of the bounces will gradually decrease until it settles at the bottom. This one is actually pretty powerful, and by simply changing the timing of the bounces and the heights of the ball you can easily convey what type of ball it is. (Weíll get on this a bit more later.)

    Spoiler for 11secondclubTips:

    Spoiler for Submitted exercises/critiques::

    3: Different types of balls. (Different weights, composition, etc etc)
    So this is pretty interesting. With the previous two exercises we were getting a hang of both timing and spacing. We tried to make some random circular object convey the idea that it was a ball.

    It turns out though, that by varying the timing and spacing of the bouncy ball animation, we can make it seem like a completely different type of ball! That's exactly what we're going to be doing for this exercise. Tweak the timing and spacing to make a few different kinds of balls. Because I want to keep a bit of focus, I'll recommend a few types of balls to focus on:

    A bowling ball
    A golf ball
    A water balloon
    A regular inflated balloon
    A lump of clay

    Really, there's any number of objects you can try out, I just think those are some good ones to play with. Good luck!

    Spoiler for Generic advice:

    Spoiler for 11secondclubtips:

    Spoiler for Submitted exercises:

    4: Horizontal bouncing ball, no decay

    This one is pretty similar to the first exercise, except now we acknowledge the existence of a second spacial dimension!

    It's going to be a ball that is bouncing horizontally across the screen. There is no decay in height. To make it a little bit more interesting though, let's also put a bit of spin in there. Simple enough, right? It should be a bit of a break after that last exercise!

    Some things to keep in mind:

    -Arcs! Remember that most natural motion moves in arcs. This case is no different! The arcs should be obvious!
    -The ball isn't in contact with the ground for long enough to really change the rotation speed. Keep that in mind while you're doing this!
    -The ball also isn't in contact with the ground for long enough to really slow down. Also an important tidbit!

    Spoiler for 11secondclubtips:

    Spoiler for Submitted exercises:

    5: Horizontal bouncing ball, decay

    So we've finally made it here, eh? For this exercise you are to animate a ball bouncing across the screen, with each bounce going lower and lower until it eventually comes to a stop.

    Sounds simple? It is relatively simple! There's some stuff you should keep in mind while doing this though:

    -The velocity of its forward motion will decrease with each bounce.
    -It loses more velocity when rolling across the ground than it does while bouncing.

    Make sure we can actually tell the ball is rolling for this one. Don't have a ball that is a solid color and completely uniform. Give it something so we can figure out what's up!

    Spoiler for 11secondclub tips:

    Spoiler for Submitted exercises:

    6: Pendulum Swing

    Hoo boy, this one is a classic pendulum swing.

    The rules are simple:

    -Animate a pendulum swinging.
    -The pendulum must eventually come to a stop.

    Sounds simple enough, right? Have fun!

    Other stuff to read. (Resources, blogs, advice, etc etc etc.)

    Spoiler for The principles from University of Washington:

    Spoiler for Tips from Animator Island:

    Oh yeah, I forgot to mention, I intend for this thread to be completely open in regards to critiques. We all have a ton to learn here, and we wonít get anywhere if everyone just tells us our stuff is good. Youíre free to say pretty much anything regarding an animation, (even the nitpicky stuff), but just make sure you actually try to give some actual constructive criticism. Just saying ďThatís badĒ or ďThatís goodĒ isnít very helpful. Try to explain why itís bad or good, or try to offer feedback as to how an animation can be improved.

    If you're on the receiving end of a critique, try really hard not to take it personally. We understand, you work on something for a while but then someone says that it's not perfect. It can be discouraging, no? But this is for our own sake so we can become better animators in the future. We have to learn how to handle criticism at some point. Why not now?

    Hoo boy! Alright, that was a ton of text. Without further ado, letís get started!
    I plan to update the thread with a new exercise every, eh, three or four days. Make sure you take the time to get these things as good as possible!
    (Yes I know the formatting is bad. I'll be workin' on it.)
    Last edited by Unbounded; 05-02-2016 at 06:28 PM.

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