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Odd Rule in Animation Physics Explained

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0% found this document useful (0 votes)
10 views8 pages

Odd Rule in Animation Physics Explained

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

Odd Rule and Odd Rule

Multiplier
Physics-Based Animation Concepts
Introduction to Animation Physics
• • Animation: Bringing objects or characters to
life.
• • Importance of Physics: Ensures realistic
motion and timing.
• • Odd Rule: Frames follow a progression
based on odd-number multipliers.
• • Odd Rule Multiplier: Used to calculate
distances between frames.
Odd Rule Concept
• • Method for timing frames under constant
acceleration.
• • Odd-number multiples: 1, 3, 5, 7, etc.
• • Base Distance: Starting distance between
frames.
• • Applications: Slow-in and slow-out
animations.
Odd Rule Multiplier
• • Speeding Up: Multiply base distance by 3, 5,
7, etc.
• • Slowing Down: Reverse sequence (7, 5, 3, 1).
• • Formula: Base Distance = Total Distance /
(Last Frame Number - 1)².
• • Example: Jump sequence with constant
acceleration.
Examples of Odd Rule Application
• 1. Speeding Up:
• • Base Distance: 0.025m
• • Distances: 1x, 3x, 5x, 7x base distance.
• 2. Slowing Down:
• • Reverse calculation with base distance.
• • Ensures smooth deceleration.
Motion Graphs
• • Represents an object's position over time.
• • Key tool for understanding motion in
animation software.
• • Axis:
• - X: Time progression.
• - Y: Position (height, distance, etc.).
• • Example: Visualizing jumps and walks.
Parts of a Jump
• 1. Crouch: Preparing for the jump.
• 2. Takeoff: Pushing off the ground.
• 3. In the Air: Parabolic motion to apex and
descent.
• 4. Landing: Return to the ground.
• • Each part requires accurate timing and
spacing.
Summary and Q&A
• • Odd Rule: Simplifies timing for acceleration
and deceleration.
• • Odd Rule Multiplier: Calculates frame
distances for smooth motion.
• • Applications: Jumps, walks, and complex
animations.
• • Questions?

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