Animation Basics: Getting Started With the The Bouncing Ball | Brian Dowrick | Skillshare

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Animation Basics: Getting Started With the The Bouncing Ball

teacher avatar Brian Dowrick

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      2:30

    • 2.

      Why The Bouncing Ball

      3:55

    • 3.

      What Books You Should Get

      4:37

    • 4.

      Artists Allow For Variations

      2:06

    • 5.

      Timing and Spacing

      4:21

    • 6.

      Acceleration Deceleration

      8:03

    • 7.

      How Movement Works

      5:59

    • 8.

      Hang Time

      4:10

    • 9.

      Assignment

      4:18

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About This Class

Take your animation skills to the next level.

If you are a beginner or just looking to up your game, this class will unlock the logic behind animation.

Brian Dowrick has been professionally animating since the early 90s, using his decades of experience, he breaks down all the aspects of movement, and how to use it, to make lifelike, believable, characters on screen. 


This is part of a full course, that is meant to take students from Zero to 100 in under a year.The course is taught without the need for a specific software or medium. The principles explained transcend the boundaries of the tool. If you know how to think about movement, the tool is just an extension of your mind.


In this course you will start simple, and use those simple principles on more and more complex assignments, always remembering that those simple principles are the foundation of every complex movement. 

This class goes over 

  • Why the bouncing ball is so important.
  • How to prepare for learning to animate.
  • Timing and Spacing
  • Acceleration and Deceleration
  • How we perceive movement
  • How to animate a simple bouncing ball.



Never underestimate your potential, given the proper input, and the proper drive.These classes will give you the tools to bring any object, character, or creature to life.  Set your key frames with confidence. 


"He who controls the keys, can unlock any door.”  -Brian Dowrick

BG Music: Royalty Free Music from Bensound.

Meet Your Teacher

Brian Dowrick is an Animator with over 30 Years Work Experience, and has worked on over 24 feature films,  and more then 52 commercials. Traditionally Trained, he worked in 2D for a few years before making the switch to 3D. His Feature Film Credits for Animation include: MOUSE HUNT, BABE 2, STUART LITTLE, RED CLIFF, LION WITCH AND THE WARDROBE, SCOOBY, SCOOBY DOO 2, and NIGHT AT THE MUSEUM.  Brian has experience as a Senior Animator,  Lead, Animation Director, and Director, feature films, games, commercials, 4D rides, TV shows and Educational Software.

 

Demo Reel:

https://rumble.com/vvm8ks-bd-demo-reel.html

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Level: Beginner

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Transcripts

1. Introduction: Animation is the ability to breathe life into an object or character to make it not only physically real, but to give it a unique and believable personality. Hello, my name is Brian dark. I'm an animator and animation director with about 30 years professional experience. I've worked on feature films, games, TV shows, commercials for D rides and educational software. I've been working overseas for the past four years. And while there, I was asked to create a course that would get people who had 0 animation experience up and running for shows and under a year. It was also for an ESL working groups. So the language had to be simple, clear, and logical. This is the course I made. If you are looking for a full course from a to Z, then this is it. If you are looking for the logic and reasons behind the action is, then this is for you. It might be a bit different than you're used to online. I'm not going to be doing the work for you. This is lecture-based, so you have the tools and the understanding on how you can check point your work as you go, not just copy someone else's work. There are two parts. A beginner basic section that deals with physics on simple object, which this is a part of. And a second section which deals with using those lessons on a full body rate. Always thinking about how to put personality into those actions to create believable acting. I'm uploading the beginner sections first since it's been edited to remove the translations. This is an actual course. This is not just a group of flashy TikTok style five-minute feel-good videos. If you use the information here and practice, you will have the skills to get a job. The software you use can be anything. And for most of the basic part, you will just be using a sphere or a cube. We're getting a little bit more advanced. There are a ton of free rigs out there for you to play with. At the end of each lesson, there are two assignments. One is an animation assignment based on the lecture. Two is a pose of some kind with a full body rig or facial rig. I don't teach the software. I teach some mental process that creates movement. The whole first section is 2D based, meaning you will not be using a 3D camera. I want you to understand the logic behind the movement and use your eye to see what is working and why. So let's get started with the bouncing ball. 2. Why The Bouncing Ball: If you want to learn to animate, you have to start off with the bouncing ball. It's a simple shape. And a simple shape allows you to make corrections very easy and allows you to improve very quickly. There's a reason why every animation book starts off with a bouncing ball. All the animation that you've seen in movies, Kung Fu Panda, Incredibles, ice age. All of those movies, those animators, they started off with something really, really simple. They didn't just jump in to animating Kung fu scenes. They worked on very simple shapes and they develop their skills slowly. It looks really simple, but there's a lot going on in there. For a basic animator. For beginning animator, their goal is to try and make the ball have the correct physics. So all of the physical attributes of the ball work perfectly. It looks like a real ball for an advanced animator. Their job is to try and give it more personality. They have the physics down, so now they want to add a little bit more character to it. So there's something for everybody in the bouncing ball. Each time. And advanced animator works on the bouncing ball, they try something different. They're moving keys here, moving keys, they're trying to get a different feel to it. They experiment. Experimentation is how we learn, that's how we grow. Most people think that starting off with a full rigged character or something with hands and fingers and face and everything is the way to go. They think that I am going to animate, I'm animating Kung Fu Panda, or I'm animating Mr. Incredible doing a fight scene or something. They always want to jump in and have some character moving around and giving it life without actually learning the process. So they know how to animate that character properly. You're over complicating things way too quickly. Start with something simple. Doctors first surgery is not a heart transplant, right? So the doctor has to build up to that. He goes to school, goes to classes, practices on little animals, and builds their way up. Animation is exactly the same way. Animation is a learned skill. It takes time and practice to develop those skills. You can't just jump right in or your stuff is never gonna look correct. When you jump into using a full rigged character, every single pose is going to take like 30 minutes to get into position. With a ball. You have two controls, you have the y control and you have the x to start off with. Then later you will start using the Z because you're gonna be doing stuff in 3D. But even with adding in rotation and squash and stretch, that still gives you a maximum of seven controls. Now, if you look at the fully rigged character, you got minimum of like ten in just one of the hands. It's pretty easy to see which one is a good choice for learning and which one is a good choice for correcting mistakes quickly. So stick with the simple shape for now. And then as you advance, it'll get more complex, believe me, get complex quickly. Thing about the bouncing ball is it's really easy to learn on. It's got only a few controls. So you can play with it really quickly. And you can learn most of the lessons that you need to learn using the bouncing ball. You have a ton of lessons, as you can see here. The only thing that you really can't do with a bouncing ball is overlap and lip-sync and walk cycles really. Everything else. All those basics that you're going to build on are coming from the bouncing ball. 3. What Books You Should Get: Here's some different examples of what you can do with a bouncing ball. The different ways that people will set their keys. These are styled after the ones that I've seen in other books. So there's three major books that you should get. If you don't have these, you should get them, and you should get them right away. The first one is the Disney book, illusion of life. They give you two examples in that book. One with squash and stretch and one without. And thing is about the Disney book. It's more designed for the whole picture. It gives you everything from doing storyboards all the way up to a finished product. And it tells you how awesome Disney is and they show you lots of beautiful pictures. So if you're looking for a complete overview of animated movies than the Disney book is definitely a way to go and it's a good book as a resource for getting some of the history of how all of that came about and what the ideas were behind a lot of the process for the Disney movies. Disney set the standard for animation. They had the old men that Disney old man that put together the basic rules for animating the 12 principles of animation. They were the founders of all of the animated films that we see today. The two big influences, of course, we're Disney and Warner Brothers. Warner Brothers was a more cartoony aspect of it and Disney did more of the feature film side of it. The second book that you should get is the Preston Blair book. Now the Preston Blair book is The books that people my age grew up on. Preston Blair put everything into a very simple format. He said, Here's a keyframe, Here's a keyframe, Here's a keyframe and he showed you the actual process of animating, doing walk cycles, run, even doing like sneaks and things. He put all of those into his book and he showed you key by key by key in even nowadays, people take those keyframes from his book and try to show them to us as, Hey, look, I did a walk cycle. Well, if you copy his frames, it's not you doing the walk cycle, you're just copying his walk cycle. Preston Blair was an animator, which means that every time he animated character, he didn't take those keys and put them into his character and say, Okay, here's my walk cycle, Here's my run cycle. I made a double bounce. It's the perfect double bounce and I'm not changing it. He would come up with a new way of doing it each time, slightly different based on what the character needed at that time. So when you take something from somebody else and you don't modify it, you don't learn from it. You're wasting your time. Each time you do something, you should experiment and try something new. Now, the Richard Williams book is, or should be on every animators desk somewhere. When you walk around normally you'll see half the animators in the studio haven't even opened on their desk. The problem is that a lot of people take the Richard Williams book the same way they would take the Preston Blair book. Richard Williams was focusing much more on experimenting. He's trying to teach you how to experiment. Preston Blair was showing you a key-frame, key-frame, key-frame copy me and you'll have a good start. Whereas Richard Williams is showing you modifications. He says, here's a simple walk cycle. Now, if we alter the timing on the hand or the wrist, then we get this. If we alter the high frame and the low frame, then we get this. If we move these things the opposite way, we get this weird motion. So he's teaching you how to experiment and showing you what the results are. His book is very, very helpful for animators if you actually read the material. Experimentation and practice is where you learn. You should never be afraid of experimenting. You can save your file and do something different. And if it doesn't work, pull back, you should never settle with just a good product. If it's good, it's not great. So you want to push it and push it until it breaks. After it breaks, then you can pull it back and you say, okay, this is the best that I can do. It's the most clear read that I can have. Now, if you do not have these three books, you should go online right now and buy them because they are extremely important for your animation career. They will help you a ton. 4. Artists Allow For Variations: Now there's no one way to put a key into position. Richard Williams likes to have a contact frame just before the impact. So he has this stretched out contact frame right before the impact and he likes that. He thinks that that gives it an extra bit of snap *****. Whereas Preston Blair, he has the frame coming in, which is a stretch frame. You have the impact which is a squash, and then he has a push off at the end. So his style is a little bit different in the book that he's put out. Now, even having just one frame of contacts still reads with or without the squash and stretch. Personally, I prefer to have a squashed frame as my first contact frame. So I have the stretch frame, then I have a squashed frame as my contact, and then I have a solid shape that shows the actual true shape of the object before it bounces off the ground that we get this little glimpse of the actual object before it's gone. Of course I change those based on what I'm animating. So just as a default, when I'm going in and I'm doing a bouncing ball, I have it set up that way. That's the way I like to do it. But then of course, if it's not the feeling that I want, I'll go in and I'll change things. I'll make more squash frames, less squash range, change the shape a little bit, make it push off a little bit more each time it's something different. It's not about those keyframes. It's about how it ends up feeling to the audience. Because the audience isn't looking at a keyframe. What they're looking at is a feeling. They want to have that right feeling. Now all these choices, all these different ways of doing the bouncing ball or user discretion. I mean, everyone can have their own little method of making a ball bounce as long as the physics are there, then it's believable. You had the personality on top of it. Each animator has their own little way that they do it. There's no right way to make a ball look the way you want it to look. It's just how it feels. The end result is always, is it believable? Does it have the personality you want? 5. Timing and Spacing: Okay, timing and spacing. How you put your keys in your file, where you place your object in the scene and determines how it moves. So those things are always done with timing and spacing. Spacing is the distance that something travels from frame to frame. So if I have a frame here, then I have a frame here, then I have a frame here, then the object is going to be moving fairly slow. If I have a frame here and then a frame here, then the object is going to be moving really fast. So further apart is fast, closer together is slow. Now looking at this first image, you see all the frames are evenly spaced. This means it's moving at a constant speed. When you start to change the distances between the keys, it creates a texture. It gives the object acceleration and deceleration. Timing is what gives a shot. Its personality. Comedy, acting, and investments are all about timing. So think about timing as the music your scene plays too. When you listen to music, there are many parts to it. There are fills, verse, the bridge, chorus, refrain, solos, and then there's how the song ends and how the song begins all play an important part in the song. It's all mixed together with those little pieces trying to tell the same story. This is timing. When you're planning out your shots. It doesn't matter if it's a leaf, it's a person or it's just a little ball. All of your shots should be animated with the same care. Even timing is the hallmark of beginners work. They're so caught up in this belief that there should be a key every three frames or every five frames. And then what they end up with is this robotic motion that really looks wrong in their shots. Things do not move in a steady beat, right? They're all mixed together. You have holds, you have fast action, slow actions. And you mix those together to bring your character to life and to make it interesting for the viewer. You fool me ever tell him, well, almost every time, well, once or twice. Here's a good example from one of my students. Although the words are repeating the timing between the words and the poses or not, she picked a good dialogue to animate two and did a decent job of being creative with her timing and her poses once or twice. So timing is the beats that you play, your animation to. Look at the orange dots, the contact frames. If they were evenly spaced in time than it would be a steady repeating beat, bum, bum, bum, bum, bum. But you can see that they are getting closer and closer together. So we get an acceleration in timing. Whenever you're reviewing your animation, whenever you're watching it play on your screen, you should be counting beats for your major keys, looking at stuff saying, okay, the guy is grabbing this, he's looking right, he's dropping down, he's looking up. Alright, if all of those are on the same beat than your animation needs to be changed. It's boring. You don't want bom, bom, bom, bom like that. Well, you want as I bump, bum, bum, bum, bum, bum, bum, something like that where it breaks up all the timing and it makes it more interesting for people watching it. 6. Acceleration Deceleration: Now let's look at how spacing works with acceleration and deceleration. You can see with acceleration, the keys are spaced further and further apart as they go. Remembering that the larger your spacing, the greater the speed. With deceleration, the keys get closer and closer until there's no movement. With basic acceleration and deceleration, making something look realistic. Computers can do that. We see it all the time with particle effects where it has a bunch of building crumbling and down. The animators don't key every single object inside that frame. Most of it is done with a simulation software. And you can do a bouncing ball with simulation software, it's not very difficult. The goal here is not to actually do a bouncing ball that looks real, but it's to study how to make those pieces and parts work correctly. It's how to understand acceleration and deceleration. With these, you're going to move on to a complex character and use those same thought processes. That same thing that you train your eye to see. You can now use with the complex character and you won't have to sit there and think about it. It'll be second nature because you've done it so many times with just a simple ball. Also. Something else that you're training your eye to see is my markers Here we go. Also something that you're training your eye to see is smooth motion. Obviously, a computer can just don't, don't, don't, don't don't go and do it really nicely. Well, what you're trying to do is you're trying to get your motion to follow a nice path that smooth. You don't want this to be up here because then you get this little pop that goes on. This is a problem. This is why you're using your eye to do these things and not the Curve Editor. And this is why you are doing it now with a simple ball, because when you do it with the hand, it's going to be a lot more complicated. Also, your acceleration and deceleration has the same problems. So you'd have the ball here, here, here, here, where it's gradually getting further and further apart each time. Nicely, not where you have two that are close together and then these two are evenly spaced and then this one's here. This is not a simple acceleration. This is two that are very close, so it's moving slow then all of a sudden is this fast jump. And then this is actually smaller than that. So you have the slowdown, then you have this huge acceleration. This is wrong. This is not what we're looking for, where you're gonna be practicing is this type of thing. So you always have these nice smooth accelerations and decelerations. The only time you would get something like this is when you're purposely trying to get a shake in the character. Like if he's rubbing against the board or against the ground or dirt or something and you're trying to get it all a little bit more edgy. So you would do this type of thing, you'd be, you'd add that in later. Right now, concentrate on trying to get these smooth actions. Right, to get you started, we're just going to start off with up and down. We're not going to be doing left and right for now, we're just using one controller. Then this way you will learn how to get those nice smooth motions. And will we be using gravity as our only control? So gravity drops down, makes things accelerate. Now, physics are going to play a huge part in the whole first part of these lessons. You're going to be learning how to make things move physically. After you learn how to make things move physically, then you can put acting on top of it. And that's the way it should be. You don't have a bad foundation and then put a beautiful house on it. It will all fall apart. Gravity pulls things down. So an object falling will gain energy and gain speed from a downward movement because gravity is pulling it in that direction. If we look at this as animated frames, the spacing of the keys are further and further apart. Now when an object is moving upward fighting gravity, so the energy and the speed are drained away. The downward force of gravity causes a vertical deceleration. At some point, an object will read 0 energy and it will stop moving before changing direction and accelerating back down in line with gravity. The objects that we're going to start off animating or inanimate objects or objects that are not alive. A living thing can continue to move over and over again. It can run, it eats food to get its energy. Whereas a ball or other inanimate object or rock, they get borrowed energy, you throw it. So it has borrowed energy and that energy gets used up. We're going to be using inanimate objects to start with. When a ball bounces off the ground, it's now moving up. So it's fighting gravity and is using up energy that it gained during the fall. In short, down. Plus gravity equals a positive effect, up plus gravity equals a negative effect on the object. With every movement there is resistance in the air, it's wind resistance, and birds use it to fly. They push against that wind to move themselves. Whereas fish, they have water resistance and they move through the water by pushing against that, by having that water resist against their tail is what makes them move forward. So right now we'll just be focusing on when resistance, every object has a different amount of resistance based on its shape. And arrow falling down is going to have a lot less resistance than say, a piece of paper, which is going to have a larger surface area. So as long as gravity is a stronger force on the object than the resistance of the object, then it's going to accelerate. You're going to have this happening to it. It's going to get faster and faster. But once the resistance is equal to gravity's pull, the object will have what is called terminal velocity, which means the object will no longer accelerate, it will continue to fall at a steady rate. So when you have an object that falls out, say a little guy, he's got his arms up like this and he's falling. You're not going to have him start off like this and then at the end have these huge, big gaps where he's just constantly accelerating. He's not a rocket, There's no propulsion on him. So there will be a point where he's continuing to fall at the same rate the whole time. Now of course, if he changes the shape and you've seen that in a lot of films, especially like the James Bond films, where a guy is flowing out of the air and then he talks into this tight shape and Rubin's himself down and then redrawn accelerates really quickly. What he's accelerating because he took his surface area where there has the resistance and he collapsed it. So there's a lot less surface, lot less resistance so he can travel faster. So then it accelerates. 7. How Movement Works: All right. We talked about placement, where you're placing your keys. And here are some simple rules to follow when you're placing your keys for your in and out frames, you're in and out frame should never match. Okay, So in this image here, you'll see that T3 is you're in-frame. Key for is your contact frame and key fries is your out frame. Now 35 and the image on the left are not equal. This is the way you should have it. If you have your frames are at the same position, then nobody's going to notice the contact frame. It will appear as if it's not moving. What you'll get is you'll get this little flash. So you have this and you have something down here, and then you have this again, then you end up with boom, boom, boom, right? And nobody notices this going on down here. What they notice is this going twice. All right. So if this then this, then this then you get this type of motion and it gives you a better feel. I personally preferred to have your in-frame, you're out frame and then sorry, in framing your contact frame, and then you're out frame being a little higher, so you get this motion. So it actually gives it a feeling that it's moving up rather than staying in the same position. Now the reason that animation works is because your eye is actually hold onto the image that you see for just a split second. So if you keep your eyes closed, you open them and close them really quickly, then you'll still see what was in the room for just a little fraction of a Saxon. Second, little fraction of a second. So in animation, we show you a frame and we take that frame away and we show you another frame. So we show you this frame. Then we showed you that frame and it looks like the object is actually moving. Now, if your objects are too far apart. So if I have frame here, and then we get rid of that and we draw it here. Then it goes up and your eye sees that as it's moving one space over. Now, if I have the object here and then the next thing I know I have an object over here. Because of all this other stuff, this objects just going to look like it disappeared. Okay, now if I don't have all of this stuff over here, so if I have an object here and then it just pops over here. Again, it's a really far distance we didn't build up to that. We didn't give the viewer something that they can use to connect those. So if we have something here, then something there than we already give the viewer the idea that this object is moving from here to here. Then when we place this over here, they're looking in this area somewhere to find that object. So there I jumped to it. So we're leading them into that position. Now people found that 12 frames a second, or images per second, is the smallest amount of frames per second that the brain can handle and still make smooth animation anything slower than that. And you notice the frames. It still looks like it's moving. But each frame is noticeable. Like when you're looking at Christmas lights and you see the frame, the light goes on here and the light goes on here. We're seeing it strobe back and forth. Our eye perceives motion, but it looks really choppy. It's not something that's really smooth. 12 frames a second is about as few frames you can do per second and still have a smooth motion. Warner Brothers worked with 12 frames a second for years, and it was mainly because of economic reasons. They didn't have time to draw out all those frames, pay the animators for that, and then they're putting everything on those acetate cells. It's a lot more work to paint up into ink. So doing 12 frames a second, you still got nice smooth motions. So we're going to work at 12 frames a second for starting off because I want you animating every single frame. There's no curve editor. You're not letting somebody else do the in-betweens for you, doing every single frame. So starting off is gonna be 12 frames a second in your files. Now the end frames and the frames are involved in any direction change. It doesn't matter if it's a sharp contact or it's the top part of the arc. So there are soft direction changes and there are sharp direction changes, things where it hits, it's influenced by an outside source. Okay, so the same rules apply for doing your end frames and you're out frames through that peak. You don't want to have these sharp points. Never make your in and out frames on a peak, a sharp point round those peaks out. This goes for any direction change sharp or subtle. Avoid the triangle shape as much as possible, or it's going to look like a pop. Even on your final balances, like the very final time that the ball is bouncing out, should try to avoid having it as just one frame, maybe like the last one or last two. You can do that one frame, one frame, one frame. But before that you want to always have just a little bit around this to it. So it gives it a much nicer feeling. 8. Hang Time: The peak or the top part of the arc is called hang time. Now, hang time is mostly known in basketball, where the player jumps to make a shot and it seems to just float endlessly in the air before doing some fancy throw with the ball. The hang time area is where the object has 0 weight. It's where deceleration changes to acceleration. When throwing a ball straight up, it's easier to see the 0 gravity area. The area at the top of the arc is the hang time area. When we draw the jump, the hang time is where the legs change from jumping to landing and where the throw is actually made. The mistake people make, is that real hank time is an illusion. In basketball. The player stretches his body at the top of the arc so that his head seems to remain in the same height for a longer period of time than normal person making a standard jump. So this gives the illusion that the star player is defying gravity and floating like Superman to make this awesome shot. The average time in the air for professional basketball player is 0.9 seconds. And it's actually impossible by laws of physics for a human to stay in the air for more than 1 second. Notice in this breakdown, the center mass path is a simple smooth arc, just like a bouncing ball. The green line in the path is the head. And again, it's a smooth path. The area in green is the hang time area. The area outside of that is where the object has a greater force and weight. Think about this. If you take a bowling ball and you place it on your friends stomach, right? Or if he's laying on the ground and you drop it from two meters now, which is going to hurt more. The ball because of its speed, has a greater force when it hits. Controlling all of this through your spacing and your timing gives your ball endless possibilities. Alright, this is obvious in films when handled by professional animators. Films like Kung Fu Panda, where Pandas training and he gets kicked out of the doors and he's falling down these endless stairs and they're laughing at them. They have these little poses at the top of the arcs where he's, I guess he's coming from the right, like this and he's bouncing down. And you've got these little shapes of the panda at the top of the arc. Whereas heads here and his arms are out like this. So there are holding these spots, not the impact right there holding the top part of the arc. So he's like boom, and they show you oppose boom. They show you another pose, boat and they show you another pose. So you're showing his helplessness as the bone, bone, Bone falls down. It gives you a small view of these little funny poses that he's doing. Also scrapped in the film Ice Age at the very beginning, where scratch pulling out the acorn and he goes sliding down the ice and then they'll suddenly hits dirt and he stops and then bop, bop, bop, bop, and then he gets stepped on by a mammoth. Those bounces have the same feel to it. They have these really hard impacts and then oppose in the air to show his helplessness and to give you a cute pose each time. So they're altering their keys, you're altering their spacing and their timing to give you a unique feel, a harder hit or haze cute in that pose. In this also shows you how they go about making a bounce. Have personality. We will be adding personality later on. For now, just do a simple bouncing ball and practice clean accelerations and decelerations and soft and sharp direction changes. 9. Assignment: Every week you're going to have a new assignment. And I don't want you to just jump into the computer and start working on it. You need to prepare, need to plan ahead. Alright, and the best way to plan ahead is through thumbnails. Whenever you open your file, you should have a clear direction of where you want to go. You don't just jump into a car and start driving. You have an idea where you wanna go before you get in the car. You might try a different way of getting there. You might try a shortcut because of traffic or something, but you know where you want to go. Let's just jump in the car, turned the key on it, just drive away. Animation is the same way. When you go in your file, you have a clear plan of what you're going to do. If you do that before you start animating, you will animate a lot faster and your work will improve. Now thumbnailing is the best way to quickly figure out things before getting lost. Try out different poses. Get those attitudes to show quickly and easily to the viewer. Make most of your mistakes here where they can be quickly corrected. Quick drawings and simple shapes help you plan your animation quickly. Doing this on paper as much faster than posing a 3D character as we looked at before. The benefit of this will become more and more clear when you're doing full characters. But I want you to get into the habit of thumbnailing now. So even with these simple actions, I want you to practice thumbnailing. We're also going to be doing posing on a regular basis. So get you used to the rig. The first pose is going to be balanced. So balance is where all of your contact frames are supporting the center of mass. Now there can be two contact points, three, there can be eight if he's lying down. Alright? But in all cases there's going to be support for that body. So if I'm leaning against this wall like this, then my body is supported by my two feet and my hand. If we remove my hand away from the wall, I fall down. You're gonna be working with balance a lot. You should always know where your character's balance is and where it's going, how his weight is shifting and where it shifting to. These are very important for giving some action and movement to your, to your, to your poses and to your keyframes. So if your keyframes have that nice motion in there, then your animation is also going to have that nice motion. Unless falling your characters should always be shifting from one balanced position to another. Regularly posing the character will increase your familiarity with the complex rig, improve your poses and help you master balance and movement in your work. The assignment for today is a simple bouncing ball with a loop just continuing to balance. You're going to be practicing your acceleration or deceleration. You're going to be practicing your spacing and your timing. You're not using the Curve Editor for doing your work. You can look at the curve editor when you're done to check your work to make sure that your, your why Tran looks nice. But I don't want you using the Curve Editor when you're actually doing your work. I want you to train your eye to get better so you can see when there's a problem, not open up a file and have the computer tell you when there's a problem. It's very simple with a one ball, with one channel to see how that arc is moving. But when your body is moving around the body shaking like this and the handshaking, it's really difficult to make that hand look clear just by using the curve editor. You have to use your eye for complex characters. You're training your eye here. Now we're gonna be working in 2D. So you're gonna be using the ortho camera, which is a flat camera. You're not gonna be using the 3D view. We're only animating in 2D. So you're going to have one control right now, which is your y Tran. Later on we'll add x so you can move your character left and right. But we don't want to be doing anything in z for now, right? No rotations either. Alright, no squash and stretch. Just a simple bouncing ball going up and down. At 12 frames a second.