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Lecture 8: Adding Squash and Stretch
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Page 1.
E-mail Billy.
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Overview:
You may have noticed that your bouncing ball animation didn't look quite as real
as mine. That's because mine had some added Squash and
Stretch.
See the lecture on "The 12 Principles" in the course
documents folder for more information on squash and stretch.
Basically, squash and stretch are used to show the density or rigidity of an
object. Ask yourself: Is this object completely rigid, or will it give if I
apply some pressure to it?
Another use for squash and stretch is that they
can bring to life otherwise inanimate objects. A toaster, for example, is a
rigid object, but by applying the right amount of squash
and stretch, we could make it come to life and bounce across the table!
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So, open your project of the bouncing ball from the previous lecture.
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You should have
a few animated balls with at least one using the correct tangent types. (see
lecture 7 - page 3).
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Delete
all the balls except the one bouncing correctly.
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Zoom
Extents all.
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In
the Top View, zoom out slightly, and then create a box to act as a table for
the ball to bounce on. The height of the box is not really important.
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Now,
to add squash and stretch, were going to use scale
tools, so the first thing were going to do is create four scale
key frames, one at the beginning and one at the end of the animation, and
one just before and after our squash. These are to preserve the round shape
of the ball at the top of it's bounce.
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Up
until now, to create key frames we have had to change parameters, but in
this instance, we don't want to change any parameters, we want to preserve
them. In order to create a key frame without changing anything, we can do
the following:
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Command
Panel>Motion Panel>PRS Parameters Rollout>Create Key
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With
the time slider at frame 0, click on Scale
under Create Key. This records our sphere's Scale
parameters at frame 0 and generates a Scale Key frame.
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Do
the same thing at frames 30, 13 and 17.
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Now
choose the Select and Squash Tool:
Although
in real life a ball wouldn't squash until it actually hit the ground, in
animation, it seems to look just as realistic if you add the same amount of
squash either side of the bounce, which is what were gonna do!
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Move
the time slider to frame 15
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Select
the Front View
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Constrain
the Axis to Y
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Turn
on the Animate button.
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Squash
your ball about hmmmmm... this much:
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Right,
well that's all the key frames we need, as Max will do all the rest for us
through interpolation. But No! When we play the animation it goes horribly
wrong!
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So,
what could be causing the interpolation between your key frames to be going
so weird?
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Think
about it, we want our squashing to interpolate directly from one key to the
next. One might even say we want it to interpolate in a
Linear fashion.
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Save
your project now, and then try to sort out this problem yourselves. If you
can't figure it out, revert to the saved project and go to the next page.
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