Free Ebook cover 3D Animation Fundamentals: Timing, Spacing, and Motion That Feels Real

3D Animation Fundamentals: Timing, Spacing, and Motion That Feels Real

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10 pages

Weight, Force, and Contact: Making 3D Movement Feel Grounded

Capítulo 8

Estimated reading time: 8 minutes

+ Exercise

Reading Weight Through Acceleration, Hang Time, and Settle

“Weight” in animation is what the viewer infers about mass and force from how motion changes over time and how the body reacts at contact points. You sell weight primarily with acceleration patterns, hang time, and settle behavior—not by changing the pose design.

Acceleration: how quickly motion ramps up and down

Heavy objects resist changes in motion. That shows up as slower starts, stronger acceleration once force wins, and longer deceleration when stopping. Light objects change speed easily, so they can start and stop quickly with less ramp.

  • Heavy read: longer “effort” phase before movement, then a more committed acceleration; stopping takes longer and often includes a rebound/settle.
  • Light read: quick initiation, shorter acceleration ramps, crisp stops with minimal after-motion.

Hang time: what happens near the top of a move

Hang time is the perceived pause near the apex of a lift, hop, or rise. It is not a literal stop; it is a slowing where spacing tightens. Heavy actions often have less hang time when lifting (because the mover struggles to reach the apex), but can have more hang time when dropping (because the object’s inertia carries it and the character can’t arrest it quickly). Light actions can show a cleaner, more controlled apex with a readable ease.

Settle: the “proof” that forces resolved

Settle is the small, final adjustment after contact or after a big force change (landing, placing an object down, finishing a lift). Without settle, motion can feel like it’s happening in low gravity or on frictionless surfaces. Settle is usually a combination of: (1) a slight overshoot, (2) compression at contact, (3) a return to a stable resting state.

MomentWhat the viewer expectsWhat to show
Start pushing/liftingResistanceSmall pre-load (compression), then acceleration
Peak of liftControl vs strainLight: cleaner ease; Heavy: slower approach, micro-wobble
Contact/stopImpact absorptionCompression + brief overshoot + settle

Contacts and Constraints: Preventing Foot Slide and Hand Drift

Grounded motion depends on the audience trusting that contacts are real: feet don’t skate, hands don’t drift off a handle, and objects don’t penetrate surfaces. Treat contacts as constraints that dictate what can and cannot move.

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Foot contact: lock, then move with intention

When a foot is planted, it should remain stable in world space unless you clearly show a pivot (heel lift, toe roll) or a slide caused by insufficient friction.

  • Lock phase: keep the planted foot’s position consistent; any change should be a deliberate pivot around a clear point (heel or toe).
  • Transfer phase: when weight shifts off the foot, you can release the lock and begin lift/drag.
  • Verification: scrub frame-by-frame and watch the contact point against the floor grid; if it creeps, decide: is it a mistake, or is it a motivated slip?

Hand contact: maintain grip space and object relationship

Hand drift happens when the hand’s world-space path doesn’t match the object it’s supposed to be holding. If a hand is gripping a box handle, the hand and handle must share the same motion while the grip is active.

  • Define the constraint window: mark frames where the hand is “attached” (grip on) and where it releases (grip off).
  • Match transforms: during grip on, the hand’s position/orientation should track the handle’s movement; any offset should be consistent (the thickness of the handle, glove, etc.).
  • Show micro-adjustments: heavy loads can cause tiny re-grips—brief release/re-contact moments—if you animate them clearly rather than letting the hand float.

Contact deformation: compression is not optional

Even rigid characters need some visible compression at contacts to imply force transfer: shoe sole flattening, knee flex, hip drop, shoulder compression, palm flattening. If everything stays perfectly rigid at impact, the motion reads weightless.

Practical rule: the bigger the force change, the more you need a readable compression and recovery. Keep it subtle, but present.

Center of Mass and Balance Cues (Hip Shift, Counter-Rotation)

Weight feels grounded when the character appears to obey balance. The viewer reads balance from the relationship between the center of mass (COM) and the base of support (the area under the feet). You don’t need to draw a COM marker on screen, but you should animate as if it exists.

COM over the base: when it’s stable vs when it’s falling

  • Stable: COM stays over (or between) planted feet; motion feels controlled.
  • Unstable: COM moves outside the base; the character must step, lean, or counterbalance, or they will appear to defy gravity.

Hip shift: the simplest balance cue

When weight goes onto one leg, the hips shift toward that supporting foot. If the hips stay centered while one foot is supposedly bearing the load, the pose reads like a mannequin rather than a body with mass.

Step-by-step hip shift check:

  • Identify the support foot for each phase (left, right, or both).
  • On weight-bearing frames, shift the pelvis so it sits closer to the support foot.
  • Adjust the spine to keep the torso from collapsing; let the ribcage compensate naturally.

Counter-rotation: torso vs hips to show effort

When lifting or carrying, the hips and shoulders rarely rotate together. Counter-rotation sells torque and effort: hips lead, shoulders lag; or shoulders brace while hips adjust. This is especially important for heavy objects, where the body recruits multiple segments to manage the load.

  • Heavy lift cue: hips shift and rotate slightly toward the load; shoulders counter-rotate to keep the box close and stable.
  • Light lift cue: less counter-rotation needed; torso can stay more aligned.

Keeping the load close: leverage reads as weight

The farther an object is from the body, the more torque it creates. If a character holds a “heavy” box far from the torso with no compensation, it reads fake. Bring the box closer for heavy, or show the character struggling (lean back, step, stronger counter-rotation) if it must be held away.

Exercise: Heavy Box vs Light Box Using the Same Poses

This exercise isolates weight by keeping the same pose sequence and changing only timing, spacing, contact compression, and settle. You will create two versions: “light box” and “heavy box.”

Setup

  • Use a simple character rig and a box prop.
  • Plan identical key poses for both versions: approach, squat/reach, grip, initial lift, carry step, set down, release.
  • Keep camera and staging identical so differences are purely motion-based.

Pose list (shared by both versions)

  • P1 Approach stop: character arrives at box.
  • P2 Squat/reach: hips down, hands to handles.
  • P3 Grip: hands locked to handles.
  • P4 Lift to waist: box at mid height, torso engaged.
  • P5 Carry step: one step forward with box.
  • P6 Set down: box contacts ground.
  • P7 Release/return: hands off, body returns to neutral.

Version A: Light box (timing/spacing/settle)

Goal: quick responsiveness, minimal strain, clean contacts.

  1. Grip to lift happens quickly: after P3, accelerate into P4 with a short ramp (tight spacing near start, then quickly opening).
  2. More controlled apex: near P4, ease into the height with a small hang time (spacing tightens briefly).
  3. Carry step is crisp: foot plants are clean; minimal torso wobble; box stays stable relative to hands.
  4. Set down is gentle: small compression at contact; short settle (one small down-up adjustment).

Version B: Heavy box (timing/spacing/settle)

Goal: visible resistance, stronger force transfer at contacts, longer recovery.

  1. Pre-load before lift: after P3, add a brief downward compression (hips drop a bit, shoulders compress) before the box moves. The box may lag by 1–2 frames to imply slack taking up.
  2. Slower initiation: keep spacing tight longer at the start of the lift; then open spacing more aggressively once the lift “breaks free.”
  3. Reduced clean hang time on the way up: the approach to P4 feels labored; micro-stagger in torso/hips can help, but keep the hands constrained to the box.
  4. Carry step shows compensation: hips shift more over the support foot; torso counter-rotates; the box may have a small delayed bob (still constrained to hands) as the body absorbs the load.
  5. Set down has impact absorption: clearer compression at ground contact; longer settle with a second smaller after-bounce (down-up-down) before stillness.

Comparison pass: what to measure

FeatureLightHeavy
Lift startImmediate responseDelay + pre-load
Spacing in liftOpens quicklyTight longer, then opens
Contact compressionSubtleStronger and longer
Settle durationShortLonger, multi-stage
Balance cuesMinimal hip shiftClear hip shift + counter-rotation

Checklist for “Floaty” Animation

Use this checklist when motion feels like it’s happening in low gravity, on ice, or with no force transfer.

  • Insufficient compression at contacts: landings, set-downs, and push-offs need visible absorption (knees/hips/shoulders/soles). If the pose hits and immediately moves on with no compression, it will float.
  • Missing settle after force changes: after a stop, landing, or placing an object, add a small overshoot and recovery. If the character freezes perfectly on the contact frame, it reads weightless or robotic.
  • Wrong spacing on downbeats: downbeats (impacts, foot plants, set-downs) should show a clear change in speed. If spacing stays evenly distributed through the impact, there’s no sense of collision or gravity taking over.
  • Untrusted constraints: planted feet creeping, hands drifting on props, or objects sliding without motivation will break grounding immediately.
  • COM not supported: if the hips don’t shift over the support foot during single-leg support, the character looks like it’s suspended rather than balanced.

Now answer the exercise about the content:

When animating the same pose sequence as a “heavy box” version, which change best communicates weight without redesigning the poses?

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Heaviness is sold through motion behavior: a pre-load and slower initiation, tighter spacing early, plus clearer compression at contacts and a longer settle to show forces resolving.

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