Squash, Stretch, and Scale - Animation Fundamentals

Ranked #28,183 in Arts & Design, #778,023 overall

Okay, So You Know How to Use Your Animation Software. Now What?

Anybody can click their mouse and do a tutorial to learn an animation software suite. The hard part is making movement that looks good, and creates the illusion of life.
This lens should cover some of the basics of using scale, squishiness, and anticipation in order to make what you're animating more believable, be it a car driving down a road, a character lifting something heavy, or just a simple bouncing ball.

Does Squash & Stretch Happen in Real Life?

There is not a single piece of solid matter that we can perceive that is not in a constant state of change with regards to its dimensions.

Everything, everywhere is reacting to the physical effects of something. Even the items nonchalantly resting on the ground are having secret bouncing dance parties in reaction to the ground constantly smacking them with gravity.

Whether it's the physical effect of muscles deforming and altering the scale of body parts, or a hard metal ball bouncing on concrete, there will always be some level of scaling visually. That is, our eyes see motion blur, and all objects bulge (even if only a little) when they hit other objects. That said, it's important for animators to exaggerate these naturally-occurring phenomena.

Squash

Squash is the easiest way to create anticipation before a movement begins, especially a fast one. It's important to remember that preserving volume sells most animations with squash, so as things get squished, they should get wider in the other dimension. That matter has to go somewhere.

Preserving volume is really important for hard, solid objects, like anvils, pianos, and army tanks, less important for flexible objects like water balloons, tires, and jello molds, and totally unnecessary for objects like balloons full of air, t-shirts, and blow fish.

Another, obvious example of squash is when an object is literally being pressed by something. Not much description needed on that one, except that there are a plethora of slow motion videos of things being smashed on Youtube for your reference.

Stretch

When animators talk about stretch, they're usually referring to stretching with preservation of volume. The other kind of stretching will be addressed in the module below.

Stretch can be the result of something being grabbed and pulled on by two conflicting forces, but the less obvious, more important kind of stretching is the kind that accompanies a quick movement, linear or on a curved path.

Stretch usually happens right after squash, the most commonly-used example of this is when a ball bounces or a character jumps. When the ball hits the ground and is about to fly back in the air, that's when it's in a 'squashed' position, and immediately after (when it has the highest velocity) is when it is stretching.

A Demonstration of Squash and Stretch Together

This simple test showing a flour sack leaping into the foreground demonstrates anticipation, squash, stretch, and then follow-through.
powered by Youtube

A Bouncing Ball Test

Try to focus on the parts where the ball is bouncing, these are the frames where you will see the most extreme squashes and stretches.
powered by Youtube

Other Kinds of Scaling

Other kinds of scaling include when objects are inflated/deflated, when the animator is purposefully messing with the audience, and the most important kind of non-volume-preserving scale: motion blur.

Motion blur is a byproduct of our vision, and of cameras. It is not a true physical effect, but a trick of seeing. It is also a very useful tool for an animator working on a time budget, because it can simulate a higher framerate than is actually there. Even with a high framerate, though, it looks very nice and can help bridge the gaps between frames of animation.

A Demonstration of an Animation Using a Blur Frame

This animation only really has five different frames, but what sells the motion is a single frame that 'blurs' the forms between the two surrounding frames.
powered by Youtube

Recommended reading for people looking to improve their animation chops:

These are books by the experts.

Loading

Guestbook

by

pipiLime

Daniel Phillip Moyer Artisan is a professional 3D artist, with a plethora of interesting hobbies, including digital painting, electronic music composi... more »

Feeling creative? Create a Lens!