Course notes
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 Lectures:
Lecture 1: Intro to Animating with Maya Lecture 9: Character Set and Trax Editor
Lecture 2: Keyframing, Graph Editor, Playblast Lecture 10: Rigging a Sack
Lecture 3: Digital Audio Lecture 11: Inverse Kinematics on a Sack
Lecture 4: Audio, Projects, Hierarchy, Principles Lecture 12: Camera Moves and Positions
Lecture 5: Rendering, After Effects Lecture 13: Understanding Single Chain and Rotate IK
Lecture 6: Ball Bounce Lecture 14: Binding the Skin of the Sack
Lecture 7: Path Animation Lecture 15: Principles of Animation
Lecture 8: Forward K and Constraints Lecture 16: Making a Playable DVD
 Lecture 6: Ball Bounce - Timing and Trajectory Charts
 
Timing:
Timing gives meaning to motion

Timing tells us the weight of an object, it will help convey a character's thoughts, and emotions, and it can set the mood.

Movement is not important, it is how this movement expresses the cause of the motion.

When thinking about timing you need to:
  • reserve enough to time to prepare the audience for something to happen
  • devote time to the action
  • devote time to the reaction that happens in response to the action

    If too MUCH time is spent on any of the above things, the audience's mind will wander
    If too LITTLE time is spent, the audience will not get the meaning (or miss the whole thing)

    Timing is based on nature.

    Einstein's 1st law of motion:
  • Things do not move unless acted upon by a force.

    The force could be:
  • Natural force (external) such as wind, gravity, friction
  • an Internal force such as freewill, intention, instinct, mood (the character initiates the action)

    There are two different types of timing:
  • timing for inanimate objects
  • timing for living characters

    Timing for inanimate objects is based on nature and the physics of the real world.
    Timing for living creatures is based on physics and mental operations (intention and emotion). Characters think then act.

    Even cartoon motion is based on real motion and timing but it is exaggerated.

    To move something, you need to understand the forces that are causing the movement

    Things that effect timing:
  • weight / mass
  • the construction of an object
  • the flexibility of an object
  • the initial force
  • opposing forces

    Things do not move suddenly. They typically accelerate to their maximum speed.
    Things do not stop suddenly. Even if they hit a wall, they compress and bounce off a little before stopping.

    Timing is based on cause and effect.

    Ease in and ease out is really the relationship between velocity and forces.

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    Animating in Maya - Ghosting and Trails
    Work with the graph editor and all 4 windows when you animate


    To ghost an object
    1. Select the object or the root of the hierarchy that you want to ghost.
    2. Select Animate - Ghost Selected Options.
    The Ghost Options window appears.
    1. Set the ghosting options.
    2. Do one of the following:
      • Click Ghost to apply the Ghost Options settings to the current object. The Ghost Options window closes.
      • Click Apply to apply the Ghost Options settings to the current object, overriding any other ghosting settings on the object. The Ghost Options window remains open.
      • Click Close to disregard any changes made to the ghosting options and close the Ghost Options window.
    To set the number of ghosts that are drawn
    1. Select Window - Settings/Preferences - Preferences and select the Animation category under Display.
    2. In the Ghosts section, set the ghosting preferences. See Animation (Display) preferences in the Preferences and Customization chapter of the Basics guide.
    To change the color of ghosts
    1. Select Window - Settings/Preferences > Color.
    2. Under the General tab, expand Ghosts.
    3. Select a color with the color sliders.
    To unghost an object
    1. Select the object.
    2. Select Animate - Unghost Selected
    The Unghost Options window appears.
    1. Set the Unghost options.
    You have the option of unghosting only the selected object, or the selected object and all its children.

    To unghost all objects in your scene
    1. Select Animate > Unghost All.
    To turn off the ghost display during object transform
    1. Select Window - Settings/Preferences - Preferences and select the Display category.
    2. In the Performance section, turn on Fast Interaction.

    To create a Motion Trail
    1. Select the object and select Animate > Create Motion Trail > .
    The Motion Trails Options window appears.
    1. Set the options.
    2. Do one of the following:
      • Click Create Motion Trail to create a motion trail with the current settings for the selected object. The Motion Trail Options window closes.
      • Click Apply to create a motion trail with the current settings for the selected object. The Motion Trail Option window remains open.
      • Click Close to disregard any changes made to the motion trail options and close the Motion Trail Options window.
    To snap objects to their Motion Trail positions
    1. Click Snap to Points in the animation toolbar.
    Animation Concepts:
    Timing
    Spacing
    Attracting Forces and Opposing Forces
    Weight