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Kati Anguelov Motion Graphics MA2241 WEEK 2. a.) squash and stretch b.

) motion path, anchor point c.) rotation, opacity, scale and a little bit about graphs SQUASH AND STRETCH 1. In traditional animation 2 major rules apply to almost everything: in order to express speed and weigh, an object/character has to squash and stretch in its movement. The perfect example is the bouncing ball, where the ball stretches as it is increasing speed falling down and squashes when it hits the ground.

2. Look at your own animation in AFX and think about where your object could squash (hitting something) and stretch (falling or bouncing off something). Use the Scale and Rotation under Transform to set keyframes to imply these animation rules and make it work for you!!! MOTION PATH AND ANCHOR POINT MOTION PATH: 1. When you were setting keyframes for the position of your object you might have noticed that there is a line connecting the two keyframes. Use the pen tool and click in the middle of this line. You will create a new point, and using the bezier handles you can now create a path for your object to follow.

2. Create a motion path that is NOT a straight line by using the pen tool! ANCHOR POINT: 1. The anchor point is located in the center of your object; it is a circle with an x in it:

3. Each object has a numerical value for its location, which is calculated by this anchor point. If you grab your object by this point you can than reposition it without screwing up its scale and such. You are also rotating the object around this point, so as far as animation goes you can change these anchor points to joint pieces together. SCALE, ROTATION, OPACITY 1. In order to implement the basic squash and stretch we already dealt with the scale time watch or we set keyframes for it.

Of course in order to animate scale change we need to have at least 2 keyframes, a and b. in the second keyframe (b) we need to increase or decrease the scale of the object. You can achieve this either by manipulating the object in the Comp window using the selection tool - dragging the corners of the object in or out. Or you

can actually "scrub" the value of the scale up or down with your mouse. 2. Rotation is a value that is underneath the Scale settings which is followed by Opacity. Opacity is a value for the opaqueness of the object. 100% is full while 0% is absolutely see-through. 3. Under each of these values there is a graph. Graphs are hard to grasp but those of you who are into animation: when they are straight lines that means animation-wise no good.

4. In order to achieve smoother movement for the objects twirl down the triangle next to the specific value (like scale) and try to adjust the curves to an arch. The horizontal length of the curb refers to time and the vertical represents the distance (amount of movement of the object. When the curb is very steep means in a short time the movement is really fast.

5. You can also adjust these graphs by going to Animation>keyframe Assistant > Easy in/Easy out or Easy Ease. ASSIGNMENT: 3

USE THE FILES PROVIDED TO EXPRESS SPACE. TRY TO ANIMATE 3 INSECTS LIKE THEY ARE FLYING AWAY FROM THE CAMERA OR COMING TOWARDS IT. USE MOTION PATH, OPACITY, ROTATION AND SCALE CHANGE TO EXPRESS THEIR SPACIAL POSITION THROUGH MOVEMENT. IT'S DUE IN CLASS NEXT WEEK (10 points)

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