Chapter 4. Animation Principles
In this chapter, we will cover:
- Static shifting of a ball
- Timed shifting of a ball
- Animation timed draw-and-erase cycles
- Two balls moving unimpeded
- A ball that bounces
- Bouncing in a gravitational field
- Colliding balls with tracer trails
- Elastic ball against ball collisions
- Dynamic debugging
- Trajectory tracing
- Rotating a line and vital trigonometry
- Rotating lines which rotate lines
- A digital flower
Animation is about making graphic objects move smoothly around a screen. The method to create the sensation of smooth dynamic action is simple:
- First present a picture to the viewer's eye.
- Allow the image to stay in view for about one-twentieth of a second.
- With a minimum of delay, present another picture where objects have ...