| Producing Animations
Consider
this animated gif of a racquetball hitting a wall. The motion
has the appearance of a video clip of a single event, that is, one
ball striking the wall and rebounding from it. This might be what
one would obtain, for example, from a high-speed motion picture
camera. However, that is not the case here. Each frame of the
animation is of a different event. Thus, it is more correctly called
an animation rather than a video in the sense that the sequence is
produced artificially. The events themselves are real. The sequence
is constructed to show as closely as possible how the shape of the
ball changes during the collision. For a larger version of the
animation, click on the image.
Here's how the animation was
created.
- Filming: The
collisions were filmed with a Hi8 camera using the techniques
described in the Filming section.
The flash unit was triggered by two metallic plates that were
forced into contact during the collision, thus closing the
trigger circuit. A timing circuit was used to delay the flash
discharge by a different amount for each collision in order to
capture the ball in different stages. (The delay circuit is
described here.)
- Capture: The frames
containing images of the racquetball were transferred to a
computer using the freeze-frame
capture method.
- Image editing: Since
each image was of a different collision, there was some
variation in where the ball struck the wall. A photo-editing
program was used to bring all the images into registration to
the extent possible. The images were also given a uniform size,
density, contrast, and color balance. The individual images,
assembled into a collage, may be viewed here.
- Animation: A gif
animator program was used to sequence the images for the
animation.
Video clips were also produced using
Adobe Premiere. Here's an example:
VFW
format QuickTime
format
These clips used 26 images to
provide a smoother appearance of motion. In order to make the
transitions between images even smoother, dissolve transitions were
used in Premiere. This also causes the clip to run slower. The
results are shown in the following files:
VFW
format QuickTime
format
All of the above clips are
one-quarter the size of the original video frames.
Note: The technique
described above for creating animations only works if the event of
interest is reproducible in both time and space. That would not
likely be the case if the racquetball were being struck by a
racquet. For these photos, the racquetball was shot from a large
slingshot, which was always stretched initially the same amount.
Thus, it was possible to aim the ball toward the contact trigger on
the wall and to sequence the collisions a quarter of a millisecond
apart (0.00025 s). Experimental development work was carried out by
Sean McGrew and Eric Deren, who also took several series of
photographs.
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