Animation basics: The art of timing and spacing - TED-Ed
動畫基礎:時間和間距的藝術 - TED-Ed
700,984 views ・ 2014-01-28
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譯者: Teresa Chou
審譯者: Dong Mao
00:07
Norman McLaren, the great 20th century pioneer of animation technique,
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Norman McLaren 是二十世紀
偉大的動畫技術先驅
00:10
once said, "Animation is not the art of drawings that move,
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他曾說 動畫不是會動的繪畫藝術
00:13
but the art of movements that are drawn.
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而是畫出律動的藝術
00:15
What happens between each frame is more important
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每一格之間的變化
00:18
than what exists on each frame."
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比每一格中畫出的內容更重要
00:20
What did he mean?
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他說的是什麼意思呢?
00:22
Well, for an object to appear in motion,
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嗯...一個移動中的物體
00:24
it necessarily has to change in position over time.
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隨著時間改變 它位置會改變
00:27
If time passes and no change in position occurs,
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如果時間改變而它位置沒變
00:29
the object will appear to be still.
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這物體是靜止的
00:32
This relationship between the passage of time
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時間的流逝和
這段時間內改變的程度
00:34
and the amount of change that occurs in that time
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這兩者之間的關係
00:36
is at the heart of every time-based art form,
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是任何跟時間有關的
藝術形式的重點
00:39
be it music, dance, or motion pictures.
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譬如 音樂、 舞蹈或動畫
00:43
Manipulating the speed and amount of change
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操控每一格間的速度
00:45
between the frames is the secret alchemy
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和其改變的程度
00:47
that gives animation the ability to convey the illusion of life.
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這是讓動畫賦予生命錯覺的秘密
00:51
In animation, there are two fundamental principles
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動畫有兩個基本原則
00:53
we use to do this:
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通常是:
00:54
timing and spacing.
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時間和間距
00:57
To illustrate the relationship between them,
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解釋兩者間的關係
00:59
we'll use a timeless example: the bouncing ball.
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我們用一個永恆的例子 : 跳動的球
01:02
One way to think about timing
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一個思考時間的方法
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is that it's the speed, or tempo,
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是在一個動作發生的時候
01:06
at which an action takes place.
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考慮它的速度或節奏
01:08
We determine the speed of an action
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多少圖像或多少格
01:10
by how many pictures, or frames, it takes to happen.
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決定了一個動作的速度
01:13
The more frames something takes to happen,
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越多格
01:15
the more time it spends on screen,
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在銀幕上出現的時間越長
01:17
so the slower the action will be.
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動作越慢
01:20
The fewer frames something takes to happen,
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越少格
01:23
the less screen time it takes,
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在銀幕上出現的時間越短
01:25
which gives us faster action.
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我們看起來動作越快
01:28
The timing is about more than just speed,
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時間它不只是速度
01:31
it's also about rhythm.
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還有律動
01:32
Like a drumbeat or melody only exists
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有如鼓聲和旋律
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when a song is being played,
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只有當歌曲撥放時才存在
01:36
the timing of an action
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動作所需時間
01:37
only exists while it's happening.
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只有發生時存在
01:39
You can describe it in words,
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你若用文字描述
01:41
say, something will take 6 frames, 18 frames, or so on.
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可以說6格 18格等
01:44
But to really get a sense of it,
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但若要真的感覺一下
01:46
you need to act it out
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你需要做出動作
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or experience it as it would happen in, well, real time.
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或當真實發生時體會它
01:51
Now, the timing of an action
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現在動作的時間性
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all depends on the context of the scene
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取決於場景的內容
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and what you're trying to communicate.
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還有你想表達的東西
01:56
What is doing the acting, and why?
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是什麼造成這些動作?為什麼?
01:59
Let's take our example.
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舉例說
02:01
What makes a ball bounce?
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球為什麼會跳?
02:03
The action we're talking about here
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這裡我們所說的動作
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is a result of interacting physical forces,
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是物理力量交互作用的結果
02:07
a moving ball's tendency to stay in motion,
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一個是驅動球體
02:09
or its force of momentum
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持續跳起的動能
02:10
vs. the constant force of gravity
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對抗將球帶回地面
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bringing it back down Earth.
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的地心引力
02:13
The degree to which these invisible forces apply,
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這無形力量作用的程度
02:16
and the reason why the ball behaves the way it does,
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和球本身運動方式
02:18
all depends on the physical properties of the ball.
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取決於球本身的物理性質
02:21
A golf ball is small, hard and light.
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高爾夫球是小的、硬的、輕的
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A rubber ball is small, soft and lighter.
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橡皮球是小的、 軟的、更轻的
02:31
A beach ball is large, soft and light.
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沙灘球是大的、軟的、輕的
02:35
And a bowling ball is large, hard and heavy.
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而保齡球是大的、硬的、重的
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So, each ball behaves very differently,
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所以根據其性質
02:41
according to its properties.
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每種球表現不同
02:44
Let's get a sense of the visual rhythm of each.
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讓我們感覺一下每一個球的視覺律動感
02:50
Each ball plays its own beat
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每個有其跳動方式
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and tells us something about itself
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還有它通過銀幕所需時間
02:53
and the time it takes to travel across the screen.
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這都告訴了我們它的特性
03:05
The visual rhythm of these hits is the timing.
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每次反彈的視覺律動是時間
03:09
Okay, let's start animating our ball,
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好 我們來模擬這顆球
03:11
bouncing up and down with a simple cycle of drawings.
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用圓圈上下跳動來表示
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We'll draw a circle here,
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我們畫個圓
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call it point A, our starting point.
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A 是起點
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We'll have it hit the ground here, point B.
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落底地面時是B
03:22
Let's say it takes about a second
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落底擊地再彈起
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to hit the ground and come back up again.
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這大約花一秒鐘
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This is our timing.
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這是我們所需的時間
03:29
Our spacing is where we position the circle
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圓圈在A和B間的來回
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in the frames between point A and point B.
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是我們的間距
03:33
If we were to move our ball
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若將球
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in evenly-spaced increments,
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在均勻間距中跳動
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we'd get something like this.
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我們看到像這樣
03:38
It's not really telling us anything about itself.
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但這沒有任何意義
03:41
Is it a bouncing ball or a circle on an elevator?
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只不過是個跳動球或是
電梯中跳動的圓圈
03:44
Let's look at our footage again
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讓我們再來看一下鏡頭
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and think about what's going on
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每次球反彈
03:47
as each ball bounces.
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想想是怎麼回事
03:50
Following each impact with the ground,
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每次與地面撞擊之後
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the ball's upward momentum
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球反彈向上的動力
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is eventually overcome by gravity.
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終究抵抗了地心引力
03:55
This happens at the peak of each arc.
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尤其是在弧線的頂點
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As things change direction,
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當方向改變時
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the motion is slowest.
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速度是最慢的
04:01
We see here the successive positions of the ball
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在高點我們捕捉到
球的連續位置
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are close together.
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越來越重疊靠緊
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The ball then speeds up as it falls,
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當下墜時 球開始加速
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and is at its fastest
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當接近撞擊地面時
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when it's approaching and hitting the ground.
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球速是最快的
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We can see here each position is further apart.
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球落地前的連續位置越來越分開
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The change in position between frames
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在格與格間的位置改變
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is the spacing.
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叫間距
04:16
The smaller the change,
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間距改變越小
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the slower the action will appear.
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動作越慢
04:21
The greater the change,
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間距改變越大
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the faster it will appear.
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動作越快
04:26
For an action to decelerate,
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對減速中的動作
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each change in position must be less than the change before it.
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每次位置的改變
會比前次改變的少
04:33
Likewise, for an action to speed up, or accelerate,
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同樣的 對加速的動作
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each successive change must be greater.
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連續位置改變越來越大
04:39
Let's change the mechanical spacing
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讓我們改變
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of our animated bounce
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模擬跳動的間距
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to reflect what we observed in the footage.
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來驗證鏡頭中的觀察結果
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Slow at the top, fast when it's hitting the ground.
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在頂點很慢
當它擊中地面時速度快
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Simply by adjusting the spacing,
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只要調整間距
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we've succeeded in suggesting
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我們已成功說明
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the forces of momentum and gravity at play
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動力和重力的交互作用
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and achieved a much more realistic motion.
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可達到更真實的動作
05:00
Same timing but different spacing
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同樣的時間但不同的間距
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gives us vastly different results.
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會有相當不同的結果
05:06
And in reality, as a ball bounces,
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真實中 當一個球反彈時
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the physics of gravity eventually defeat
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物理重力勝過了
05:10
the tendency of the ball to stay in motion.
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球想保持運動狀態的傾向
05:12
You can see this here in the decreasing height
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你可看到連續反彈時
05:14
of each successive bounce.
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高度漸漸減少
05:16
However, again, this decrease varies
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然而高度減少多少
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according to the properties of the ball.
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取決於球本身的物性
05:20
Even though these circles are the same size here,
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縱使這圓圈是同樣大小
05:23
they're each telling us a different story about themselves,
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每個都會有不同結果
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purely in how they move.
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純粹在於如何移動
05:30
The relationship between these principles
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時間和間距
05:31
of timing and spacing
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兩者間的關係
05:33
can be applied in countless ways
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可應用在無數的地方
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and used to animate all types of action:
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和模擬所有的動作
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a yo-yo,
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回力球
05:43
a punch,
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拳擊
05:46
a gentle tap,
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輕輕觸碰
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a push,
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推力
05:52
a saw,
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拉鋸
05:57
the Sun traveling across the sky,
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太陽劃過天空
06:03
a pendulum.
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鐘擺
06:05
Animation is a time-based art form.
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動畫是時間相關的藝術形式
06:08
It may incorporate the aesthetic elements
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它可以結合
06:09
of other graphic arts,
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其他圖像藝術的美學元素
06:11
like illustration or painting,
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像插圖或繪畫
06:12
but what sets animation apart
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但 是什麼讓動畫有別於他
06:14
is that, here, what you see
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就是 重點不是你看到的
06:16
is less important that what you don't see.
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而是你沒看到的
06:18
An object's superficial appearance
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我們在物體外表所看到的
06:20
only tells us so much about itself.
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就是它的全部
06:22
It's only when it's in motion
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只有在移動中
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that we really understand its nature.
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我們才真的了解它的本質
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