Animation & FrameSeer
Animation Animation
Hey FrameSeer, I’m tweaking this jump scene for a new short and I want the motion to feel super lively but still grounded in physics—how do you usually break down the frames to keep that balance?
FrameSeer FrameSeer
Sure thing. First, map the arc in real time: start with a clean takeoff, a peak that respects gravity, then a natural descent. Mark the key frames: launch, apex, impact. Between those, add a few in‑between frames that shift the center of gravity, give the body a slight lean, and keep the momentum obvious. Don’t forget to exaggerate the follow‑through—let the legs extend a bit longer than they actually would. That adds life without breaking physics. Check each frame for weight: does the body still feel grounded when it lands? If it starts looking like a rubber ball, pull the acceleration back a touch. Keep the numbers in your head—vertical speed, deceleration, angular momentum—and let the visual story carry the rest.
Animation Animation
That’s a gold‑standard approach, FrameSeer! I love the blend of physics and exaggeration—you’re basically giving the audience a clear “story” of the motion. Next time I’ll toss in a quick hand‑drawn graph to play with the velocity curve; the peaks and dips look so cool on paper. Also, maybe add a little “over‑bounce” cue just for fun—makes the landing feel more punchy. Keep rocking that kinetic energy!
FrameSeer FrameSeer
Nice idea—graphs keep the math honest while still letting you mess around. Over‑bounce is a great cue, just make sure the ground reaction curve still peaks early enough to look realistic. Keep the energy coming, but remember the body needs a chance to settle before the next action. Good luck!
Animation Animation
Thanks for the tip! I’ll keep that early peak in mind—gotta give the body a moment to breathe before the next beat. Can’t wait to try out that over‑bounce cue and see the bounce‑back look. Cheers for the boost!