Year 9 · Y9.6 3D Modelling and Animation · Lesson 3

Stretch tasks Animation and rendering

Task 1

Quiz Challenge

A quiz game against four computer players, then short and long written answers.

  1. Quiz Blitz12 questions against the clock
  2. Quick Fire4 short answers
  3. Big Think2 long answers

About 20 minutes

Task 2

This or That

Pixel the cat asks 8 questions. Each has two answers: pick the right one.

  • Two answers to every question
  • A fish treat for every right answer
  • Streaks win Pixel shades, then a party hat

About 4 minutes

Task 3

Memory Match

Flip the cards two at a time to match each term card to its meaning card.

  • 12 cards: each term has a meaning
  • One peek at every card
  • Combo points for pairs found in a row

6 pairs, about 4 minutes

The games need JavaScript. Every question is below, with the answers at the end.

Read the lesson: Animation and rendering

Animation and rendering: the questions

Quiz Challenge, round 1: Quiz Blitz

  1. How many frames are there in 3 seconds of animation at 24 frames per second?

  2. There are keyframes at frame 1 and frame 48. How many in-between frames does the software create?

    • 46
    • 48
    • 47
    • 24
  3. What is interpolation, also called tweening?

    • Adding lights to the scene
    • Rendering the final image
    • The software calculating the frames between keyframes
    • Drawing every frame by hand
  4. A ball starts and stops at full speed, which looks robotic. Which principle would fix it?

    • Follow through
    • Squash and stretch
    • Easing
    • Anticipation
  5. A character crouches slightly before jumping. Which principle is this?

    • Easing
    • Follow through
    • Interpolation
    • Anticipation
  6. A dog stops running, but its ears keep moving for a moment. Which principle is this?

    • Follow through
    • Anticipation
    • Easing
    • Squash and stretch
  7. A one-minute film at 24 frames per second takes 30 minutes to render each frame. How many hours is that on one computer?

  8. Squash and stretch makes an object feel as if it has weight.

    • True
    • False
  9. Which TWO explain why animated films can look better than games?

    Tick 2.

    • Films can use millions of polygons
    • Game artists are less talented
    • Games use different maths
    • Films do not need lighting
    • Films render each frame once, slowly
  10. What is a render farm?

    • Hundreds of computers rendering frames together
    • A farming game for consoles
    • A place where textures are stored
    • One very fast laptop
  11. Put the steps for animating a ball rolling across the screen in order.

    Number these 1 to 4.

    • Set a keyframe with the ball on the right
    • Play it back as the software fills in between
    • Set a keyframe with the ball on the left
    • Move to a later frame
  12. A game runs at 60 frames per second. How many frames is that in 5 seconds?

Quiz Challenge, round 2: Quick Fire

  1. Explain why animators use keyframes instead of drawing every frame. [2 marks]

  2. How many frames are needed for a 10-second animation at 30 frames per second? [1 mark]

  3. Why can a single frame of an animated film take hours to render? [2 marks]

  4. What is easing, and why does it make animation look realistic? [2 marks]

Quiz Challenge, round 3: Big Think

  1. Explain how you would animate a bouncing ball so that it looks realistic. [4 marks]

  2. Explain why a game and an animated film handle 3D graphics so differently, even when they show the same character. [6 marks]

This or That: tick the right answer

  1. Who makes the frames between two keyframes?

    • The software
    • The animator, one by one
  2. How many frames are there in 2 seconds at 24 frames per second?

    • 48
    • 26
  3. What does rendering calculate?

    • The positions of the model's vertices
    • The final image from the scene
  4. Which spends longer rendering each frame?

    • An animated film
    • A video game
  5. A ball squashes flat as it lands, then stretches as it bounces up. Which principle is that?

    • Anticipation
    • Squash and stretch
  6. Which principle is a small movement the opposite way before the main action?

    • Follow through
    • Anticipation
  7. Why do games use simpler models than films?

    • Game artists are less talented
    • Each frame must render in a split second
  8. How many frames are in one minute at 24 frames per second?

    • 240
    • 1440

Memory Match: match each term to its meaning

TermMeaning
A Keyframe1 Calculating the final image from the scene
B Interpolation2 A small move the other way before the action
C Easing3 The software filling in the frames between
D Anticipation4 Parts keep moving after the body stops
E Follow through5 Starting and stopping gradually
F Rendering6 A frame set by the animator at an important moment
Answers

Round 1: Quiz Blitz

  1. 72 3 x 24 = 72 frames.
  2. 46 Frames 2 to 47 are generated: 46 frames.
  3. The software calculating the frames between keyframes The animator sets the key moments; the software fills in the rest.
  4. Easing Real objects speed up and slow down gradually.
  5. Anticipation A small movement the other way prepares the viewer for the big action.
  6. Follow through Loose parts carry on moving after the main body stops.
  7. 720 24 x 60 = 1,440 frames, and 1,440 x half an hour = 720 hours: 30 days.
  8. True A ball that squashes as it lands looks heavy and real.
  9. Films render each frame once, slowly; Films can use millions of polygons The constraint is time, not talent.
  10. Hundreds of computers rendering frames together Splitting the frames across many machines turns months of rendering into days.
  11. Set a keyframe with the ball on the left → Move to a later frame → Set a keyframe with the ball on the right → Play it back as the software fills in between Two keyframes, and interpolation does the rest.
  12. 300 60 x 5 = 300, each drawn in under a sixtieth of a second.

Round 2: Quick Fire

    • The software calculates the frames in between
    • This saves a huge amount of time, at 24 frames every second
    Model answer

    The animator only sets the important moments, and the software calculates the frames in between. With 24 frames every second, that saves a huge amount of time.

    • 300
    Model answer

    10 x 30 = 300 frames.

    • The computer works out how light bounces, with reflections and shadows, for every pixel
    • The scene has millions of polygons and detailed textures and materials
    Model answer

    Rendering means calculating how light bounces around the scene, with reflections and shadows, for every pixel. A film scene has millions of polygons and detailed materials, so the calculations take hours.

    • Starting and stopping gradually: speeding up and slowing down
    • Real objects do not move at a constant speed
    Model answer

    Easing means starting and stopping gradually, speeding up and slowing down, rather than moving at a constant speed. Real objects have weight and momentum, so they never start or stop instantly.

Round 3: Big Think

    • Set keyframes at the top and bottom of each bounce
    • The software interpolates the frames in between
    • Easing: slow at the top, fastest near the ground
    • Squash on impact, stretch while falling
    • Each bounce is lower than the last, as energy is lost
    Model answer

    I would set keyframes at the top and the bottom of each bounce, and let the software interpolate the frames in between. Easing would make the ball slow down at the top of each bounce and speed up as it falls, so it is fastest near the ground. The ball would squash as it hits the ground and stretch as it falls, which makes it feel heavy, and each bounce would be lower than the last as it loses energy.

    • A film renders each frame once, in advance, taking hours per frame
    • Films use render farms of many computers
    • A game must draw each frame in under a sixtieth of a second, in real time
    • A game also has to respond to the player
    • Games use simpler models with fewer polygons
    • Games use textures and approximations to fake detail and lighting
    • Films can afford millions of polygons and realistic lighting
    • The difference is time, not talent
    Model answer

    A film renders each frame once, in advance, and can take hours over a single frame, using render farms of hundreds of computers. That means it can afford millions of polygons and realistic lighting that calculates how light bounces. A game must draw every frame in real time, in under a sixtieth of a second, while also responding to the player's controls. So games use simpler models with fewer polygons, and textures and approximations to fake detail and lighting. The difference comes down to time, not talent.

This or That

  1. The software The software calculates the frames in between, which is called interpolation.
  2. 48 24 x 2 = 48 frames.
  3. The final image from the scene Rendering works out how light bounces and what each surface looks like from the camera.
  4. An animated film A film renders each frame once, slowly. A game must render each frame in under a sixtieth of a second.
  5. Squash and stretch Squashing and stretching makes the ball feel as if it has weight.
  6. Anticipation Anticipation prepares the viewer for the action, like a crouch before a jump.
  7. Each frame must render in a split second The limit is time, not talent: a game must draw 60 frames every second while the player plays.
  8. 1440 24 x 60 = 1440 frames.

Memory Match

  • A 6 Keyframe: A frame set by the animator at an important moment
  • B 3 Interpolation: The software filling in the frames between
  • C 5 Easing: Starting and stopping gradually
  • D 2 Anticipation: A small move the other way before the action
  • E 4 Follow through: Parts keep moving after the body stops
  • F 1 Rendering: Calculating the final image from the scene