Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!mailrus!cs.utexas.edu!rutgers!cmcl2!lanl!opus!mlandis From: mlandis@nmsu.edu (Marvin Landis) Newsgroups: comp.sys.amiga Subject: re: sa4d Keywords: Sculpt Animate keyframe animation Message-ID: <334@opus.NMSU.EDU> Date: 26 Sep 89 16:49:12 GMT Reply-To: mlandis@opus.UUCP (Marvin Landis) Organization: New Mexico State University Lines: 39 After my last posting on this subject, I realized I made a small mistake in my diagram if you want to do squash and stretch. Then Stan Fisher pointed out that "steps" would occur in the animation using my method, so I thought I would post a second message and clear a few things up. (And anyway I wasn't listed on the latest Bandwidth Waster's Hall of Fame and I felt really left out :-) First, I should have stressed the use of squash and stretch more in my original posting. Yes, there would be steps in the speed of the ball using the keyframes as I described, however if the ball is stretched in each keyframe as it falls, I feel the illusion created is good enough you cannot detect this "stepping". I admit it is still not an exact imitation of a falling ball, but its easy and I have done a bouncing ball animation using this method its practically impossible to see the stepping in speed. So here's the new diagram, with one new keyframe necessary for squash and stretch: o Keyframe 1 o Keyframe 5 (still no stretch) o Keyframe 9 (stretch the ball a small amount) o Keyframe 13 (stretched some more) O Keyframe 17 (stretched to its maximum) This is the frame I forgot. o Keyframe 18 (squashed as it hits the groud) ---------- Try it, I think you'll find that since the ball changes shape each frame, this helps cover the stepping speeds problem. After all its easy, and its all an illusion anyway :-) Marvin Landis mlandis@nmsu.edu