I'm working on some game animations and I've been experimenting with different easing functions for animation. I understand the basic concepts of slow in slow out animation, but I'm curious about more advanced applications.
Specifically, I'm trying to create animations that feel weighty and realistic, but also responsive for gameplay. I've been using standard ease-in and ease-out curves, but I feel like I could be getting better results with more sophisticated easing functions for animation.
What easing functions do you find most useful for different scenarios? How do you apply anticipation and follow-through principles alongside your easing curves?
For easing functions for animation, I've found that different scenarios call for different curves. The standard ease-in and ease-out are good starters, but sometimes you need more customized approaches.
One of my favorite easing functions for animation is the bounce" or "elastic" curve for things like UI elements or playful character movements. For more realistic physics-based animation, I might use more linear acceleration curves.
Slow in slow out animation is crucial, but the amount of slow in/out depends on the weight of the object. Heavy objects need more gradual acceleration, while light objects can snap more quickly.
How are you implementing your easing functions? Some animation graph editors offer visual curve editing which is super helpful.
When combining easing functions with anticipation and follow-through, I think of them as working together rather than separately. The anticipation phase often uses a strong ease-out (object preparing to move), the main action might have more linear timing, and the follow-through uses ease-in as the object settles.
For game animations where responsiveness matters, I sometimes use shorter or even no anticipation, but still include follow-through. This keeps things feeling snappy but still organic.
Have you experimented with procedural animation methods for generating easing curves? Some systems can automatically create nice curves based on physical properties.
From a rigging perspective, good character rigging for smooth motion should support the easing functions you want to use. Some rig setups make certain types of movement easier than others.
For example, if you're doing a lot of slow in slow out animation with subtle weight shifts, you need good hip and spine controls that allow for smooth rotation and translation. If the rig is too stiff or has limited ranges, you'll fight it.
Also consider how inverse kinematics animation systems handle easing. IK solutions sometimes create their own interpolation that might conflict with your easing curves.
For walk cycle animation and run cycle animation, the easing functions are somewhat predetermined by the physics of walking/running. There are specific points in the cycle where weight transfers happen quickly or slowly.
What I've found helpful is to analyze real reference footage and note the timing of key events: heel strike, mid-stance, toe-off, etc. Then I recreate those timing relationships with appropriate easing functions.
Weight and balance animation during cycles has its own rhythm. The body's center of mass follows a specific path with its own easing in and out at different points.