Physics in animation
2024 ж. 22 Мам.
9 004 Рет қаралды
In this video I talk about physics in animation. I explain what the center of mass, rotation speed, inertia and arcs are and how they work.
00:00 - Introduction
02:36 - 1. Center of mass
03:05 - How to make a center of mass
06:33 - 1.1. Balance
11:41 - 1.2. Rotation
15:21 - 1.3. Acceleration/deceleration
18:53 - 2. Rotation speed
23:44 - 3. Inertia (through movement)
34:08 - 4. Arcs
35:25 - Conclusion
Author: Aleksandr Rudenko ( / alexander--rudenko )
Rig: Kiel Figgins
#animation #tutorial #physics #centerofmass
Your work has the great combination of Intensity, Dynamism and Creativity. 🔥🔥🔥🔥🔥 This lesson contains so much practically applicable information. Thank you so much for the English dub.
All that ammount of infromation for free! thank you.. really helpfull
Amazing video! I love hearing about your animation approach - WE NEED MORE!
With your personal works having an incredibly persuasive sense of weight, I really appreciate being welcomed into your mind and being allowed to take a look. I will use this video as a bible for my body mechanics!!
yoooo just 10 minutes in and ít already gold mine of technique, thank you brother
Thank you for your tons of informations. 🧠
this was explained so well thank you so much for these videos the way u teach is amazing
Uau, esse vídeo mudou a forma como eu penso sobre física em animação. Eu já sabia do conceito de centro de gravidade mas não de forma aprofundada como agora. Спасибо ✌
Super cool video! I've made the set up myself and have applied it to some existing animations has already been helping! Can't wait for more!
Never thought there'd be so many aspects😱 Thank you!
Dark magic! Awesome work
Wonderful explanation, thanks for making this video!
Definitely going to be revisiting this throughout my animation journey, need to constantly remind myself of these topics/principles. Thank you for taking the time to make this!
Wonderful explanation !
Amazing!!!!! Just what I needed thank you❤️
Thank you for your sharing
thank you for sharing the information it is very helpful
it is a great video. Thanks for this!
Thank you so much!!
thx for sharing all this! also...@24:19 might be the best reference I've ever seen :)
すばらしいね。
AMAZING!!!!!!!!!!!!!!!!!!!
Holy shit this was amazing to watch learned so much! Can u please make one detailed video like this for timing and spacing too pls
Oh, I don't know, maybe later =/
Thanks for the great video! I enjoyed your various animated examples. It really helps to see these rules put into words/visuals because sometimes an animation won't feel right but it's hard to know exactly why that is, watching your analysis let some of those things click better for me! If I may ask, how did you re-bake the rotation animation in Maya at 13:48? Was that a copy and paste or something else? I'm still learning the program and the tools, sorry for any lack of understanding on my part :)
Thanks) I simply transferred the rotation information to another locator, that is, it was as if I had changed the character’s rotation pivot. Doing this manually takes longer, so I used a script.
The part about inertia and rotation game me an idea for another animation aid. Why not compute the inertia and angular inertia of the body and display is as an two arrows? Inertia is easy, just get the velocity vector of the invividual COM locators of each body part and do a weigthed sum with the masses. Angular inertia is a little more complicated, in the end is also a fairly simple forward sum a couple of a couple of matrix vector products. With these two arrows it will be possible to visualize how the angular momentum and inertia of the character changes. Physically implausible animation will manifest itself in these vectors moving around alot, since they should remain constant unless the character is actively pushing of the ground.
As far as I know, this has already been implemented in the Cascadeur(software from Banzai.game).
Haven't tried Cascadeur but it does look interesting. Honestly I am surprised this if the first time I've noticed anyone talk about this. I was so impressed by your COM aid demonstration that I immediately implemented it into my own rigging script. Such a simple but useful tool: D
Very interesting to get your explanation. I have colleagues in the Laban movement Analyzing (LMA) field who useLMA for animation. Do you have any knowledge of LMA or even use it if so?
This is the first time I’ve heard about LMA =/
I saw some shadow fight 4 animation there did u work on them?
Yes, I worked on this project
Thank you for taking the time to make this!Can you share Scripts?Thank you!
pavelbarnev.gumroad.com/l/OverRigBasic?layout=profile
@@alexanderrudenko7899 Thank you !
is it mocap animation ( the balance part animation)? for confirmation
Yep)
Where can i find more info on this game?
Game?
how can you make a support point and add it to your rig
wdym? The support point is our feet.
@@alexanderrudenko7899 it shows the support point for you, is there some way i can add something to my rig that shows me my support point somehow
Are you talking about the center of mass?
@@alexanderrudenko7899 sorry yes, thats what i meant. did you manually add it onto your own rig?
Yes, I explained how to do this in my other video, but I have not translated it into English yet.
Why is speed in space linear? Cuz Newton's the deadliest mf in space that's why.
:D