Giving greater realism to the animation

 Animation principles to bring movement to life. Having clarifi  the difference between spacing and timing    let’s see how to make our animation more alive using some simple principles that you will find in this (non-exhaustive) list. Slow in/slow out (acceleration and deceleration) squash and stretch advance follow-through (movement that follows the end of the main one) overlapping string movement slow in/slow out or the easing of spe  curves no movement in the real world is “linear” in terms of spacing: this means that you will hardly see an object fall or slide while maintaining its constant spe  of movement.


An example of a movement that is not linear

 To give greater realism to the movement. It is advisable to country email list ensure that a movement does not have a constant spe  … But that there is acceleration and deceleration at the right moments. I.e. At the beginning and end of the movement. An example of a movement that is not linear. The object accelerates halfway and then decelerates. Giving greater realism to the animation. The trend of the non-linear movement is render  by a spe  curve that changes over time (note the high central peak). The object starts slowly and gains spe  and then loses it (curve that flattens).

 

The volume of the object during

 Squash and stretch to make the movement EW Leads more convincing it is important to imagine the object as if it were a real element. I.e. One with weight and volume. The volume of the object during the movement is exaggerat  and exaggerat  with the squash & stretch technique : when it starts to pick up spe  the object is compress  (load ) and then lengthens at the moment of maximum spe  and compresses again during the end of travel . A hint of squash and stretch gives the movement more cr ibility. If exaggerat  this can give a “cartoonish” look to the animation.

 

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