Frame
2 consists of the period of time that begins at 1 / 24th of
a second, (0.042 seconds) and ends at 2 / 24ths of a second. (0.083
seconds) During Frame 2, the car travels from position
B to position C.
Frame
3 consists of the period of time that begins at 2 / 24ths of
a second, (0.083 seconds) and ends at 3 / 24ths of a second. (0.125
seconds) During Frame 3, the car travels from position
C to position D.
Frame
4 consists of the period of time that begins at 3 / 24ths of
a second, (0.125 seconds) and ends at 4 / 24ths of a second. (0.167
seconds) During Frame 4, the car travels from position
D to position E.
You
can throw in 180-degree shutters if you like — it will just shorten
the lengths of the warm yellow ellipses in the diagram above and introduce
gaps between them. It won't materially change the discussion. You can
even shorten the open shutter time to the point where motion blur goes
away. The correct positions of the car in that case for the four frames
is B, C, D, and E,
respectively. The image formed during Frame 1 would consist of the car
at position B — already substantially out of
the gate — not at the position A
starting gate. Uncomfortable though this may make you, it is not a mistake,
it is the true location of our car after Frame 1 has completed, and
all the information about that frame is in, and the frame can be rendered.
This
is not an "alternate interpretation" or a "trick of language"
It is the only correct way to handle motion. Most CG programs get this
wrong because they were written at a time when motion blur was computationally
impractical — or because they were developed to mimic the thought
processes of traditional stop-action and cel animators who, working
without benefit of motion blur, also got it wrong, so the programmers
didn't really think through the issues and they treated frames as if
they were points in time instead of periods of time.
So
what will this new knowledge gain you? Not much, really — just
a little better understanding of why your software's motion blur looks
the way it does. This problem, though deeply ingrained in the minds
of most animators, is a minor off-by-one "fencepost error,"
so named because it is analgous to thinking of frames as vertical fence
posts, rather than as the horizontal rails between them. Any positional
discrepancies highlighted by this problem becomes less severe in direct
proportion to the length of a sequence — and most sequences are
much longer than 4 frames in duration.
And
what are the consequences of working the wrong way? (Afterall, it didn't
seem to hurt Ray Harryhausen or Chuck Jones) — Honestly, as a
3D CG animator you won't experience much in the way of consequences,
just that funny little motion blur bug in your software package that
you ignore or excuse away in the back of your mind.
Still,
isn't it better to know the real deal?
[July 31, 2003]: Apparently this discussion about
time in animation extends into the real world. According to research
by Peter
Lynds, a 27 year old broadcasting school tutor from Wellington,
New Zealand, in the real world there actually are no such things as
points in time, only intervals of time.