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Pixar in a Box
Course: Pixar in a Box > Unit 2
Lesson 1: Introduction to animation- Start here!
- Math meets artistry
- 1. Straight ahead animation
- Animação Direta
- 2. Linear interpolation
- Animação com interpolação linear
- 3. Bezier curves
- Animação com curvas de Bézier
- 4. Squash and stretch
- Animação de compressão e estiramento com curvas de Bézier
- Animation 101
- Getting to know Rob Jensen
- Save your animation
- Hands-on activity: animating Luxo Jr.
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4. Squash and stretch
Animation variables (avars) control object movement, like stretching and squashing a ball. Squash and stretch is a key principle in animation because it communicates an object's material to the audience and brings the object to life. Animators don't just move things, they make them seem alive, like a hopping ball instead of a simple bounce!
Want to join the conversation?
- why do my projects not save?(14 votes)
- this is so cool
heheheheheheheheheheheheh(5 votes)- heheheheheheheheh(0 votes)
- How can I apply Bezier curves to scale an object in a full animation software such as Blender etc..?(4 votes)
- could you animate a ball flying in the air??(4 votes)
- Definitely. Gravity doesn’t exist in the computer unless there is a specific code for it.(1 vote)
- i confuzed how do i do this stuff(2 votes)
- You can try rewatching the videos and watching previous videos.(3 votes)
- this is about giving the ball more life(2 votes)
- Well, the ball is not living but you can say "This is about giving the ball some action."(2 votes)
- with which software can i reply this exercise?(2 votes)
- WHy is this so confusing?(2 votes)
- How do you translate an action like "hopping" into a series of squashes, stretches, x- and y-movements (and other variables)? How about expressing emotions and livelihood?
You could observe some animation already done this way but then what about new ones? Like transposing emotion on (normally) inanimate objects here.(2 votes)
Video transcript
- Now that you get the basic idea, let's have a little fun with it. We'll start by adding another control. At Pixar we call these
"animation variables" or "avars" for short. This avar scales the ball
out in X, and down in Y. You can control the timing of this avar using the same graph editor. Now we can make the ball
stretch on the way down, and squash when it hits the ground. This idea of squash and
stretch is one of the key principles of animation. Animating the squash
and stretch of an object helps us to communicate what
that material is made out of. Remember, our job as animators isn't just to move things around,
it's to bring them to life. And one way to do that is to show the character's thought process. If this ball is alive, then
maybe it's not just bouncing, maybe it's hopping. And before it hops it'll squash
itself down in anticipation, just like Luxo Jr squashes
himself down before taking a hop. This is some of the
real magic of animation, is that we can take something that's fundamentally a lifeless
object, and bring it to life. (electronic squeaking) (lampshade rattling) (metallic whining) (metallic sighing) (wooden thudding) (wooden thudding) What kind of ball do you want to animate? What's it doing? What's it thinking? Can you bring it to life?