Veteran Disney animator Eric Goldburg does not use the motion blur technique when he directs computer-aided animation. “I want the actual form of the object or character itself to give you as much fluidity as possible, as opposed to hoping that motion blur would make it fluid,” he says in Episode 30 of the Animation Podcast.
Goldburg pinpoints a common criticism of computer-aided animation, an issue that also happens to thread through all my animation. My scenes tend to veil shoddy animation with copious amounts of motion blur. Now I realize that motion blur can be to a bad animator like auto-tune is to Rebecca Black.
A simple example of the type of motion blur-less animation that Goldberg was talking about comes from this frame of his well-received short, Rhapsody in Blue.
The tennis ball is squished into an oval and the line trailing shows where the ball has been. It means that the lines still look solid. It also means that with one frame the viewer knows exactly where the ball is coming from. Using motion blur in my own animation yields the following result.
Here, it’s not easy to tell which direction the ball is going, the shape of the ball, or what we can expect the ball to do when it hits an object.
To practice, I used this piece of instructional hand-drawn animation.
This image provided a guideline for my first experiences using the squash and stretch technique in computer animation. There are two steps. The first step is to map the ball’s location and the second step is to deform the mesh.
By default, Blender smooths the motion path between keyframes. This means that simply mapping keyframes at the peaks and troughs of a bounce would create a sinusoidal-like curve. The yellow cuve below represents the vertical location of the ball and means that the ball slows down when it gets close to the ground.
To make the ball speed up towards the bottom of the bounce, I tweaked the vertical motion curve until the point where the ball hits the ground looked like a point in the motion curve as well. Now the yellow line looks appropriate.
The squash and streach follows the hand drawn example. When the ball is close to the ground, the ball stretches to simulate a blur. At the very bottom, the ball stretches to simulate weight and bounce.
I really like the result. The motion looks a little choppy, but it reminds me of hand-drawn animation. Most importantly, the animation speaks for itself: it does not need to hide behind motion blur.



























