Physics for Animators Achieving believable motion in animation requires an understanding of physics that most of us missed out on in art school. Although animators often break the laws of physics for comedic or dramatic eff ect, you need to know which laws you’re breaking in order to make it work. And while large studios might be able to spend a lot of time and money testing diff erent approaches or hiring a physics consultant, smaller studios and independent animators have no such luxury. This book takes the mystery out of physics tasks like character motion, light and shadow placement, explosions, ocean movement, and outer space scenes, making it easy to apply realistic physics to your work. • Physics concepts are explained in animator’s terms, relating concepts specifi cally to animation movement and appearance. • Complex mathematical concepts are broken down into clear steps you can follow to solve animation problems quickly and eff ectively. • Bonus companion website at www.physicsforanimators.com off ers additional resources, including examples in movies and games, links to resources, and tips on using physics in your work. Uniting theory and practice, author Michele Bousquet teaches animators how to swiftly and effi ciently create scientifi cally accurate scenes and fi x problem spots, and how and when to break the laws of physics. Ideal for everything from classical 2D animation to advanced CG special eff ects, this book provides animators with solutions that are simple, quick, and powerful. Michele Bousquet is a longtime animator and instructor, and the author of more than 20 books on computer animation. Her freelance animation work has served clients like Autodesk and the Australian Broadcasting Corporation, and she has taught university-level animation classes at countless locations, including several art institutes. After years of answering questions about physics from animation students, Michele took on the task of formulating the answers into this book. Michele holds a Bachelor’s degree in Mathematics and Computer Science from McGill University. This page intentionally left blank Physics for Animators Michele Bousquet with Alejandro Garcia Boca Raton London New York CRC Press is an imprint of the Taylor & Francis Group, an informa business A FOCAL PRESS BOOK CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2016 Taylor & Francis CRC Press is an imprint of the Taylor & Francis Group, an informa business This book contains information obtained from authentic and highly regarded sources. Reasonable eff orts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. 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Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data A catalog record for this book has been requested. ISBN: 978-0-415-84298-3 (hbk) ISBN: 978-0-415-84297-6 (pbk) ISBN: 978-0-203-75825-0 (ebk) Typeset in Myriad by Apex CoVantage, LLC Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com Contents Acknowledgements xv Foreword xvii Introduction 1 SECTION 1 CLASSICAL PHYSICS 5 1 Matter and Masses 7 Matter 7 Composition of Matter 9 Atoms and Binding 11 Nuclear Fusion 13 Masses 14 Mass vs. Weight 14 Center of Mass 15 2 Motion and Timing 17 Motion Lines and Paths 17 Linear Motion 18 Circular Motion 19 Types of Circular Motion 19 Rotational Motion 20 Rotation and Distance 20 Calculating the Number of Times a Wheel Turns 21 Spinning, Tumbling, and Wobbling 21 Centripetal Motion 24 When Centripetal Force Stops 26 Circular Speed 26 Centrifugal Force 28 Centripetal Force and Vehicles 30 Pendulum Motion 32 Wave Motion 34 vi CONTENTS What Waves Do 34 Visibility of Waves 34 Types of Waves 34 Transverse Waves 35 Longitudinal Waves 36 Wave Properties 37 Wave Relations 40 Wave Phase 40 Wave Addition and Cancellation 41 Standing Waves 42 Common Sound Eff ects 43 Resonance 43 Doppler Eff ect 44 Sonic Boom 45 Timing 46 Timing Tools 46 Uniform Motion Timing 46 Slow In and Slow Out 48 Acceleration Timing 48 Constant Forces 49 Forces Exerted by Characters 49 Constant Force and Acceleration 50 The Odd Rule 50 Odd Rule Multipliers 51 Odd Rule Scenarios 52 Motion Graphs 55 Constant Speed 55 Acceleration 55 Acceleration of Gravity 56 Swinging 56 3 Forces 57 Components of Force 60 Familiar and Unfamiliar Forces 60 Familiar, Non-Random Forces 61 Unfamiliar Forces 61 Variable Forces 62 Gravity 62 Gravitational Acceleration 62 Common Misconceptions about Gravity 63 Timing for Gravity 64 Calculating Total Time and Distance 64 Physics-Based Calculations 64 Visual Calculation Methods 65 The Odd Rule 65 Fourth Down at Half Time 66 CONTENTS vii Falling à la Chai 67 Moving and Falling 67 Ascending Against Gravity 68 Projectile Velocity 68 Center of Gravity 70 Line of Gravity 71 Tipping and Center of Gravity 71 Lowering and Raising the CG 73 Friction 74 Static and Kinetic Friction 74 Friction on Flat Surfaces 76 Frictionless Surfaces 76 Coeffi cient of Friction 76 Eff ects of Friction 77 Pressure and Gases 78 Pressure Increase from Heat 79 Heated Gas in a Container 80 Heated Air in Atmosphere 80 Chemical Reaction 82 Force from Pressure Decrease 84 Atmospheric Pressure 84 Air Resistance 85 Aerodynamic Lift 86 Pressure Diff erences in Action 86 Torque 87 Torque Basics 88 Torque Terminology 88 Maximizing Torque 88 Visualizing Torque 89 Calculating Torque 89 Lever Systems 90 Effi ciency vs. Speed 91 Neutral Effi ciency 93 Lever System Classes 93 First Class Systems 93 Second Class Levers 93 Third Class Levers 94 Balancing Torque in a Lever System 95 Increasing Leverage 95 Torque in Animation 96 Rotational Inertia 96 Action/Reaction 98 Action/Reaction and Balanced Forces 98 Action/Reaction with Two Mobile Objects 98 Action/Reaction and Weight 99 Action/Reaction and Fixed Objects 100 viii CONTENTS Electricity and Magnetism 101 Electricity 101 Electrical Charge 102 Static Electricity 102 Flowing Electricity 103 Electric Shock 106 Sparks and Lightning 107 Magnetism 107 Magnetic Fields 107 Visualizing Electricity and Magnetism 111 Electric Shock 111 Electric Current 111 Magnetism 112 EMPs 113 4 Light and Color 115 Light Basics 116 Light as Rays 116 Light and Refl ection 117 Seeing in a Mirror 118 Bouncing Light Rays 119 Attenuation 121 Physically Based Lights 122 Shadows 123 Cast Shadows 124 Umbra and Penumbra 125 Sharp and Fuzzy Shadows 127 Shadow Angle 128 Light Source Shapes 130 Shadow Intensity 131 Form and Occlusion Shadows 132 Refl ection 134 Specular Refl ection 135 Diff use Refl ection 136 Diff use Refl ection and Light Intensity 137 Detecting Shape and Color 139 Diff use vs. Specular Refl ections 139 Diff use Interrefl ection 141 Partial Refl ections 142 Refraction 145 Caustics 148 Gamma Correction 151 Linear vs. Curved Light Intensity 152 Gamma Correction for Real-World Perception 153 Gamma Correction and Cameras 154 Gamma Correction on Digital Files 156 CONTENTS ix Gamma Calculations 156 Monitor Gamma Adjustment 157 RGB Gamma Curves 158 Linear Workfl ow 158 SECTION 2 CHARACTER DESIGN AND ANIMATION 161 5 Character Design 163 Size and Scale 163 Proportion and Scale 165 Weight and Strength 167 Physical Characteristics and Size 169 Posture 169 Deformability 170 Wing Size and Shape 170 Climate 171 Longevity 172 Sound 173 Babyness 173 Joints 175 Types of Joints 176 Animal Joints 178 Joints as Levers 179 Elbow 179 Foot 180 Neck 180 Muscles for Joints 180 Weight Distribution 181 Character Center of Gravity 182 Balance 183 Improving Balance 185 6 Character Animation 189 Jumping 189 Parts of a Jump 190 Calculating Jump Actions 192 Calculating Jump Timing 192 Jump Magnifi cation 193 Push Time 195 Push Key Spacing 196 Motion Arc and Jump Timing 197 Landing 198 Stop Time 198 Very High Jumps 199
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