Game Development Reference
In-Depth Information
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Figure 8.4
A human arm per-
forming a swim-
ming crawl stroke
and a human leg
demonstrating a
walking motion
Figure 8.4 shows two motions, the arm motion in a swimming crawl stroke and the
leg motion in a walk, in which acceleration and deceleration occurs in two distinct
phases: a power phase and a recovery. In both motions the limb arcs at a more acceler-
ated rate through the bottom portion of the motion, the power phase, which pushes the
user through his or her environment. Likewise, after the acceleration of the power phase
is complete the limb decelerates and moves into position for the next contact with the
environment. This is known as the recovery . The acceleration and deceleration of these
motions is what creates Follow Through as a character moves.
Twinning
The last principle I'll discuss is Twinning, in which paired (“twinned”) parts of a body
such as the arms or legs move the exact same way at the exact same time. This creates
an animation that looks incredibly robotic and that will ruin the realism of your work
(Figure 8.5). Thus, you should avoid Twinning except in very specific actions.
Figure 8.5
An arm raise
with and without
Twinning. Though
both arms are
raised, they should
take different paths
to get there, with
the arms moving in
different ways or at
different speeds to
look more natural.
 
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