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He's even quoting an animation bible to suggest we just use 1 stretch contact, 1 squash contact and then off the ground.
Yup. Same bible; Richard William's book. (unless Dhar is using a new bible these days)
I don't see any discrepancy in Dhar's approach and mine.
I don't take any 'rule of animation' entirely literally though as there are too many variables.
Perhaps this is what you are picking up?
The extra frame of squash would be there only if the ease (slow in/slow out) of the motion required it.
A ball of more rubbery substance for example.
The study of the contact frame (and moreso squash and stretch with relation to it) is an interesting one and the more I look into it the more I realize just how much is subject to interpretation and personal taste. Its important to realize some examples are based on early theories, some by preference for the particular effect needed and (dare I say it?) some appear to just be wrong*.
Is there a right or wrong way? I think I'd just as soon reject those two terms altogether.
There may be a right or wrong way to do it but there is *always* a preferable way.
The preferred way won't keep me from experimenting.
One could do a lot worse than say,"I followed the example in Richard William's book" though.
Richard William's book more so than many encourages the stretch to contact prior to squash.
I champion that here too. Its my personal preference.
As not everyone has Richard Williams book it'd be hard for me to hold anyone to the letter of that law however.
I'd love to put together an article on the various ways the ball bounce has been demonstrated throughout the history of animation and identify those that championed each and whether (or more importantly why) they adapted.
Such an article is a much bigger task than I once thought as every time I pick up a book on animation I see it has yet to be locked down in the animators' corporate mind. Even Richard Williams takes luminaries such as Preston Blair to task for getting it 'wrong'.
Its also important to understand evaluator preferences or you end up just going around in circles.
As always... pick what works for you and discard the rest.
When evaluating I try first and foremost to look at what is there already.
Thanks for bringing the subject up. Its one of interest to me.
*I subscribe to the theory in animation that 'if something looks right it is right for the purpose'.
Still, right or wrong its the animator that has to make a decision and live with it.
If they can explain how they arrived at that decision all the better.