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Pixar in a Box
Course: Pixar in a Box > Unit 10
Lesson 1: Introduction to animation- Start here!
- Math meets artistry
- 1. Straight ahead animation
- Straight ahead animation
- 2. Linear interpolation
- Animation with linear interpolation
- 3. Bezier curves
- Animation with Bezier curves
- 4. Squash and stretch
- Squash and stretch animation with Bezier curves
- Animation 101
- Getting to know Rob Jensen
- Save your animation
- Hands-on activity: animating Luxo Jr.
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2. Linear interpolation
Connecting key poses with straight lines is called linear interpolation.
Want to join the conversation?
- How long does it take you to make a whole entire movie?(14 votes)
- Movies at Pixar can take anywhere from four to seven years to make.(13 votes)
- what does interpolation mean??(2 votes)
- It means calculating the values in between two known values. For example, if you know a car is 20m along a road at 1pm and 220m along the road 30 seconds later, you can interpolate between those points to find predict how far along the road it is, say, 10 seconds after 1pm.(8 votes)
- when you animate the ball, shouldn't you have it pause or slow down at the top and bottom of the animation? you could also have the ball collapse and stretch at the "floor" and the top of the animation to make it more realistic.(4 votes)
- How Mitch money do you get paid for being an animater, I know I probably spelled it wrong(3 votes)
- did you mean "how much money do you get paid for being an animator"?(2 votes)
- so by using this technique so far all we know is that the ball will bounce up and down. can we use the same technique to make the ball bounce across the screen?(3 votes)
- hi i am katie from new zeland i love my momma(2 votes)
- How long would it take to animate a short video (5-15 min long)?(1 vote)
- It depends on what animation you are talking about. If you mean 3D, it would take some time in a software, like Blender. If you are talking about 2D, you will just need to draw the scenes. That will take as long as you can draw.
Hope that helps!(2 votes)
- But, how do you animate?(1 vote)
- Isnt this similar to squaring a number ?
example 1*1 = 1, 2*2=4, 3*3=9, 4*4=16(1 vote) - How do you draw so good(1 vote)
Video transcript
- Okay, straight-ahead animation works, but a lot of times it's hard to figure out where you're going. A lot of times, it's helpful to start by working out what we
call the key poses first. For a bouncing ball, that's gonna be where the
ball is at its highest point and where it hits the ground. I'll start by drawing frame one up high. Now let's draw frame nine on the ground. Now I can draw the in-betweens using these key poses as a guide. I'll draw frame five in the middle. We call this a breakdown. Now I can keep adding more
frames, subdividing the space. Sometimes it helps to make a little chart to keep track of all the numbers. (scribbling) Great, now let's shoot our
drawings and play them back. In back, we can cheat
and make it bounce back by reusing the same
drawings on the way back up. (thudding) Hmm, the ball's moving, but
it's not very realistic. Sometimes, before you get started, it helps to shoot video reference so you have some idea
of what you're doing. Remember, the ball needs to speed up as it falls to the ground. Our frame five is halfway
through the animation in time, but the ball shouldn't
be halfway to the ground at that point. Instead, I'm gonna draw a new frame five that's biased towards the first pose. Maybe I'll draw it a
third of the way down. Animators have developed a visual language using these timing charts to show how to space the
drawing in between key poses. So frame five, remember, is a third of the way
between one and nine. I'll draw frame three a third of the way between
one and five, and so on. These charts help us keep track
of the in-between drawings so we end up with the proper timing. When we play this back, the ball accelerates towards the ground. (thudding) Now let's see how we
use the same technique of pose-to-pose animation on the computer. We'll start by positioning
the ball up in the air in frame one, just like before. And then we'll skip ahead to frame nine and put the ball on the ground. Down below the picture, the computer shows us this graph. It's kind of like a 2D timing chart, and it shows us how the
computer is going to calculate the in-between frames. The horizontal axis is time, and the vertical axis is
how high up the ball is. Check this out. If we project the
intersection of each frame onto the vertical axis, we end up with exactly
the same timing chart that the 2D animators use. You can see that by default
the computer connects our poses with a straight line in the graph. This is called linear interpolation. It results in even spacing of the poses. When we play it back, the ball will move at a constant rate. Now you give it a try. See if you can animate a
convincing bouncing ball using linear interpolation. And here's a hint: you can add extra key frames in between to get the spacing that you want.