Lesson #6 – Slow In & Slow Out

Let’s continue with the Principles of Animation … let’s see how to smooth our animation with “Slow In & Slow Out”! 😉

(In the lesson I used the rig “Pete” by Long Winter Members)


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Slow In & Slow Out RECAP

The Slow In and Slow Out principle or Ease In and Ease Out is so important but also really easy to understand and put in practice!

The concept is:

 an object doesn’t have a constant speed during a movement. It will have an acceleration at the beginning and a deceleration at the end

slow_in_slow_out_02.png

So, will starts slower, SLOW IN, increase the speed in between, and ends slower before to stop SLOW OUTslow_in_slow_out_03.png

To add a Slow in and Slow out to a movement we need to change the spacing of the in-betweens at the start and the end

If we have an object that moves from A to B and the tangent is linear, so we don’t’ have any variation in the speed, we would have a stiff and mechanical movementslow_in_slow_out_06.png

But…if we have the same movement, but we just change the position of the in-betweens  near the first key pose and the last one, the movement result more soft, smoothed, and realisticslow_in_slow_out_07.pngslow_in_slow_out_08.png

Always remember that we are doing cartoon, so to have a more appealing animation, we can also exaggerate this principle!slow_in_slow_out_09.png

This doesn’t mean that you have to encrase the timing of your animation to have more in-betweens at the start and the end. It’s always based on the speed of your action. In a faster action you will have few frames but you still can manage them in order to have a slow in and slow out

slow_in_slow_out_10.png

Changing the curve in the Graph Editor is very easy to achieve the result we need, using a FLAT tangents we already have a smoothness on the extremesslow_in_slow_out_11.png

if we use the SPLINE tangents we can reach the same result using the handlesslow_in_slow_out_12.png

We can also add an in-between near the first pose, and an other near the final pose, and move them on a value closer to the extremes, until you don’t reach your desiderata effectslow_in_slow_out_13.png

But…keep attention!

When you adjust the handles don’t create this type of curve, where it goes on a higher (or lower) value compared to the last pose valueslow_in_slow_out_14.png otherwise you will have a backward and forward movement. So, if you just want to smooth the forward movement, the curve should be like this one belowslow_in_slow_out_15.png

slow_in_slow_out_16.pngSlow_In_Slow_Out_Pendulumlook how smoothed is the movement on the two extremes. SLOW FAST SLOW

But…

with the same key poses and timing, but with a different spacing, we would have a linear movement, that is really unrealisticSlow_In_Slow_Out_Pendulum_Linear

As you can see in the graph editor , I created a Loop animation so I have the two poses at the beginning and the end with the same position, and an other extreme in the middle with the pendulum in the opposite direction, in this case the tangent is LINEAR, that’s why we have this stiff effect, the interpolation has a uniform velocity, so all the in-betweens have the same distance between each other

…just switching the same curve in FLAT, the spacing of the in-between change and the movement is more realistic

If we create the same movement with a character, the principle doesn’t change, we will always have a movement that start slow, takes speed and slow down again

Slow_In_Slow_Out_Character_FrontSlow_In_Slow_Out_Character_SideSo … use this principle, with all its variations, for your objects and characters animations!  It’s easy and quick to achieve and your animations will change a lot! 😉

Lesson #5 – Timing and Spacing

After the Introduction to the Principles of Animation in the Lesson 04 I will now explain Timing & Spacing using the example of a Bouncing Ball and the Animation of a Character Turn! 🙂

In this Lesson I used this lovely Rig “Alya” by Eyad Hussein https://eyad.tv/home/Alya2

It’s really a great rig and I suggest you to check it when will be availabe (you have to wait the first quarter of 2017 :P). But you can fill the pre-registration form on this link and you will receive an email once the rig is ready for download https://eyad.tv/home/alya_pre_registr…


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Timing and Spacing RECAP

In this lesson we will see the main principles Timing and SpacingTiming_Spacing01 A GOOD TIMING makes the difference and can really give an edge to your animation!Timing_Spacing02.png

As I said in the Lesson 04, the TIMING is the speed and the rhythm of your animation, how many frames you use to make a movement, the SPACING is the variation of the speed during this movement.

  • If you have to reproduce a fast movement you need less frame
  • A slower movement….more frames

Timing_Spacing03.pngTiming_Spacing04.png

Example of different type of ball, a RUBBER ball, a BALLON and a BOWLING ball, with their different timing!

RUBBER ball

rubber_ball

BALLON

ballon.gif

BOWLING ballbowling_ball.gif

So…Timing_Spacing07

The ball falls from point A to point B. It takes 10 frames to fall on the ground, this is the timing!Timing_Spacing08

this movement is generated by the gravity that push the ball on the groundTiming_Spacing09

 as it get closer to the ground it has an acceleration due to the decrease of air resistanceTiming_Spacing10

So we have more frames when the ball is high in the air and less frames before the contact. This is the SPACING, the variation of the speed between point A and B.Timing_Spacing11

After the contact we have a reverse of the acceleration, now the ball is pushed upward and it lift from the ground, moving fast at first and then, when it reach the high point it slow down its movement due to the opposite forces, the gravity that pull it downward and its own speed going upwardTiming_Spacing12

As it get closer again to the ground it accelerate again and we have al the consecutive bounces. Any bounce lose speed and force. The timing slow down at any bounce so do the high of the bounces.Timing_Spacing13An other physic phenomenon that happens during the bounces, is the Timing_Spacing14.png

The ball deforms its volume during the bounce. Stretching before and after the contact and squashing during the contact! Why? cause The gravity push the ball against the surface causing its deformation.

This is reality, in animation we can exaggerate to reach a more  cartoon effect!

But…

Timing_Spacing17.png

And…

Timing_Spacing18.png

When the ball bounces moving forward, it follows an elliptical path in the air, an ARC!
This gives to the bounces a natural feeling.  The forward movement starts linear and slow down in the last part, before the ball stops its movement. Timing_Spacing19.png

“Ok, but…”Timing_Spacing20.pngTiming_Spacing21.png

The choice of the timing is finalized to make the performance perfectly readable and interesting, thats why is also important to don’t create all the beats and accents with the same disance, intencity and speed!  Add variations in the timing and rhythm to make your animation more interesting!Timing_Spacing22.png

A good tip is to use a stopwatch to time yourself doing the shot,  in order to have a realistic reference to start with and to see how your body reacts to different actions and how you reach a certain position or how fast you do itTiming_Spacing23.png

And… Timing_Spacing25.png

This is my method, I always “see” the animation in my mind first, so that when I start to animate I already have clear in mind what to do and HOW to do itTiming_Spacing24.png

A quick example of timing applied to character animation: a character that turn its head.

Head_turn_fast_REFINEDShe turns fast cause she heard something, we have few frames… it’s a very fast movement

But, if we use more frames, we can have a totally different turn, she’s now very relaxed, and she’s just looking aroundHead_Turn_Slow_REFINED

So, the same action, a simple turn, but the different amount of frames makes the two animations completely differentTiming_Spacing26.png

An other thing that we can manage during the turn, is the spacing. When we create the first and last pose the software creates the linear interpolation between this two posesTiming_Spacing27.pngHead_turn_fast_LINEARNot very interesting, right?

But, let’s put into practice an other principles SLOW IN AND SLOW OUT, if we slow down the spacing in the last part, creating an in-between close to the final one, and we do the same at the beginning…Timing_Spacing30.png

and…we also add a moving hold at the end, so the movement doesn’t freeze but continues to move just a little bit, enough to be perceived by the human eyeTiming_Spacing31.png and if we also add some details like the overlap of the hair…

Head_turn_fast_REFINED

much better! 🙂

Let’s do the same with the slower turn, at the beginning we have just the two key poses, and the linear interpolationTiming_Spacing32.pngHead_Turn_Slow_LINEAR then we add a breakdown, pretty close to the first pose where she also makes an half blinkTiming_Spacing33.png

the slow in and the slow outTiming_Spacing34.png

 the moving hold at the endTiming_Spacing35.pnghair overlap and…

Head_Turn_Slow_REFINED…now the two turns have a  much more interesting spacing and the character looks more alive and appealing!Timing_Spacing36.png



Timing_Spacing37.pngNow you can watch the two tutorials “How to Animate a Bouncing Ball” and “Animate a Character Turn” and start to handle with timing and spacing!

after that I suggest you to create the two exercise based on this lesson

Exercise #1Exercise #2

Timing_Spacing40.png

In the comments add a link to your exercises and I’ll provide you a feedback! 😉

Timing_Spacing41.png

My Animations

11 Second Club – February Competition

I had some free time last month so I attended for the first time the 11 Second Club Competition 🙂

Time of work: 3 days
Rig: Eleven RIg http://elevenrig.blogspot.de/
Audio from the movie “Ghostbusters” 2016

Lesson #4 – Principles of Animation Introduction

Quick Introduction to the “Principles of Animation”

In the next lessons I’ll explain each principles in more detail with tutorials and exercises! 😉

Lesson #3 – Became an Animator

Short guide for those who want to became 3D Character Animator!

mfq

Lesson #2 – Creation of a 3D Project

A very fast “tour” in the pahses that make up the creation of a 3D Projects! 🙂

Lesson #1 – Animation Techniques

Here a quick talk about the “role of an Animator” and the “different animations techniques” 😉

animrig

Introduction

What this Blog is about..and why I decided to use “great part” of my free time to create and share this stuff! 🙂

My Animation

In-game Animations for a Mobile Game

This are some of the animations I created for a Mobile Game (Maya-Unity)

I loved this project and this little cute creatures were really funny to animate! 😛

Tutorial #3 Run Cycle

–  Run Cycle – Tutorial –

Let’s see how to create a run cycle! 😉
Video tutorial created with the Rig: Steel by Long Winter Members Long Winter Member

here other animations I made with this Rig:

Tutorial #2 Female Walk Cycle

– Female Walk Cycle – Workflow Tutorial –

In this Tutorial I show my personal workflow to create this Female Walk Cycle (in place)

Software: Maya
Rig: The Eleven Rig http://elevenrig.blogspot.de/

My Animation

Animation test with Eleven Rig

A quick animation test I made using Eleven Rig elevenrig.blogspot.com/

Time of work: 4 / 5 hours

My Animation

Action, Run and Walk Cycle

having fun testing Steel (one of the rig from the Cash Pack) by Long Winter Studio longwintermembers.com/

MY ANIMATION

Animation Test “Pole Dance”

This time I wanted to try something different 🙂 not easy but really funny to do!

Time of work: 3 days

Rig: Mery project meryproject.com

My Animation

Animation Test “Let it go” music from Frozen

Animation Test – “Let it go” from Frozen with Mery Rig from Chiara Porri on Vimeo.

For my first approach with this great rig “Mery” I chose the song “Let it go” from Frozen movie. Thanks for watching!
Work Time: 4 days
Original Song: “Let it go” written by Kristen Anderson-Lopez and Robert Lopez and performed by Idina Menzel
Rig: Mery from meryproject.com

My Animation

Dog Run Cycle

Dog Run Cycle from Chiara Porri on Vimeo.

Rig: Dog Rig by Ram Krish creativecrash.com/maya/downloads/character-rigs/c/dog

Chiara Porri – Character Animator / Work Time: 1 days

My Animation

from the Tv show “Winx 5 Season – progressive reel”

“Winx 5” – Animation Progression Reel from Chiara Porri on Vimeo.

My animation shots from the Tv Series “Winx – season 5” produced by Rainbow., 2012.
I was responsable for layout – animation – Vfx and dynamics animation

My Animation

from the movie “Gladiator of Rome – progressive reel”

“Gladiators of Rome” Animation Progression Reel from Chiara Porri on Vimeo.

Here’s some of my shots from the Animated Movie “Gladiators of Rome”. 2012 Produced by Rainbow/Paramount
I was responsable for Layouts and Animation.

Shot01 – “Birds” responsable for animation. Time of work: 14 days

Sequence02 – “Timo & Diana” responsable for layout and animation. Time of work: 7 days (roughly)

Sequence03 – “Timo & the Minotaur” responsable for layouts and animations. Time of work: 15 days (roughly)

Shot04 – “Minotaur Stopping” responsable for layout and animation. Time of work: 4 days (roughly)

Shot05 – “Cassio Transformation” responsable for layout and animation. Time of work: 7 days (roughly)

Shot06 – “Cassio Push” responsable for layout and animation. Time of work: 3 days (roughly)

Shot07 – “Cassio & Flavia” responsable for layout and animation. Time of work: 10 days (roughly)

Shot08 – “Baby Gladiator” responsable for layout and animation. Time of work: 3 days (roughly)

Sequence09 – “Cassio & Flavia” responsable for layouts and animations. Time of work: 15 days (roughly)

Shot10 – “Diana” responsable for layout and animation. Time of work: 2 days (roughly)

Shot11 – “Timo & Chirone” responsable for animation. Time of work: 4 days (roughly)

My Animation

Animation Reel 2016

Chiara_Porri – Animation Reel 2016 from Chiara Porri on Vimeo.

Here is my Animation Reel with the new stuff I’ve done in the last 2 years (and also some older animations).

– “A Little Lost” – in-game animations for puzzle game. Goodgames Studios (2016). In my role I had to deal with: set a workflow and the animation style, deliver animations for most of the characters in the game. Quote: 1/2 cycles per day

Acting/Action Shots & Cycles (“Let it Go”, Dog Cycle, Pole dance and Walk Cycle) personal projects and animation test

Tv series: “Foot2Rue Extreme”, 2013 tv series – responsible of Animation
(automatic lip synch – personal quote of 10/15 seconds per day)

Feature Film – “Gladiators of Rome”, 2011 featured – responsible of Animation/Layout

Tv Series: “Winx 5”, 2012 tv series – responsible of Animation/Layout

Tips #1

QUICK POSES GUIDE