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?