In this tutorial we will make our animation
doll jump from the purple block onto the blue block.
Jumping gives us a very good example of how
energy is put into a motion and how the energy is dissipated from
the motion.
As for our previous examples, we will adopt a
four phase approach. 1) Keys (the story) 2) Extremes (the
motion) 3) Breakdowns (the energy) 4) Straight Throughs (the
character)
1) The Keys Before you
start setting keys, make sure your keys are set to stepped.
Start by putting your character in a standing
position, with the body posed in a way such that it looks like the
character is thinking about jumping (frame 0).
..
The second key piece of information
is when the character lands (frame 20). This is a key because it
determines what kind of jump it is and this will thus in turn
determine the nature of the extremes and the breakdowns.
..
2) The Extremes The next
thing we need to do is describe the motion. How high does he jump?
How much does he crouch before jumping? How much does he have bend
his knees to receive his momentum when he lands? Essentially we have
to map out the extreme ups and downs of the jump here.
The initial down
pose. Because we are using stepped keys, we can move
to say frame 4 and lower his pelvis without loosing his original
footing.
The final down pose.
You can move to frame 20 and then middle mouse drag back a few
frames such that the final down pose footing is the same and the
final standing pose.
The extreme top
pose. Now with both
down poses keyed in we can key in the top of the arc. The weight
comes from the pelvis and the pelvis follows a parabolic curve. As
the body reaches the top of the curve, to increase momentum, the
limbs must pull in towards the body.
3) The Breakdowns
To create the breakdowns, we will first
establish the poses of the breakdowns, and later when we are
satisfied with them we will work on their timing.
In terms of energy, we need to express the
energy going into the jump (anticipation), the energy of the jump
itself, and the dissipation of the jump's energy (follow
through).
First we can create the energy poses of the
actual jump. We will start to develop our breakdowns in the same way
as we did for our run. The pelvis will still follow the arc
described by the extremes. To start, just key in the pelvis motion
(making sure to RMB drag back from the final down pose to conserve
the foot placement).
We can pose our character
a bit better now that the pelvis is in place. Remember that these
poses express the energy of our movement. So the first peel-off
breakdown is thrusting the weight upwards. The contact pose on the
way down is balancing the weight so the character doesn't end up
falling flat on his face.
Now we can add in an anticipation pose and a
follow through. Note no timing of frames has been done yet. The
anticipation pose swings back to develop some locomotion. The follow
through pose extends the momentum of the arms and pelvis
downwards.
Our jump is starting to look believable, but
the timing is still too robotic. Now we need to work on the
timing to give the character its weight. Currently all our keys are
equally spaced. Below these keys we see the redistributed keys that
take into account the relative time for energy of the jump.
In terms of the energy and timing,
to get over such a big gap, more anticipation is needed to put more
energy into the jump, followed by a quick thrust upwards, gravity
and parabolic motion follow, the momentum forces the body into the
follow through for a similar time as that of anticipation, until the
momentum dies down enough to rebalance and stand upright again.
4) Straight Ahead
Now for some character. At this stage you can
add as much crazy keyframing as you want, as long as you don't
change the timing or pose of the existing structured keyframes.
Its up to you what you do with the straight
ahead sections. For this animation I will add some fidgeting prior
to the anticipation, and then some balancing movements as well as
some checking of the ravine after he has jumped. Here is the final
animation from two perspectives.