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Animation Bouncing Ball Exercise Thursday, 19 November 2009
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AnimationBouncing Ball Exercise

Thursday, 19 November 2009

The Bouncing Ball Tutorial

This is the first lesson taught to any animation student.

By following it you will grasp most of the principals used in animation.

Thursday, 19 November 2009

Thursday, 19 November 2009

Here are all the frames of the animation sequence

Thursday, 19 November 2009

1. The Arc

The ball falls in an elliptical arc through space. Most things move in an arc of some kind.

N.B. If the ball were to move in a straight line between the high and low points of the bounce, then the action would look very unnatural.

Thursday, 19 November 2009

2a. Timing (or Spacing)- DOWN

As the ball falls it is accelerated by gravity, the gap between each frame growing all the time until the ball contacts the ground.

Thursday, 19 November 2009

2b. Timing (or Spacing)- UP

As the ball bounces from the ground the opposite happens: as the ball hops up it moves very fast at first, then slows down by gravity into the high point of its bounce.

Thursday, 19 November 2009

2c. Timing (or Spacing)

Mark the position of each ball on the arc path with an X and then number them

Thursday, 19 November 2009

3. Squash and Stretch

As the ball falls it stretches. When it impacts the ground it squashes. When it bounces off the ground it stretches again. Note how quickly the ball regains its circular shape. Too much squash and stretch can make an object look “mushy”

Thursday, 19 November 2009

4. Volume

The ball should remain the same mass as it squashes and stretches. If the ball were to squash too much it would seem to be growing physically bigger. This is very eye catching, and looks weird.

Thursday, 19 November 2009

5. Key Frames

On separate sheets, draw the different key frames. If done correctly you should have a series of drawing numbered 1,7,12,17,21,25,28 and 31.Write the frame numbers on each drawing. Key frames have a circle around them.

Thursday, 19 November 2009

6. Inbetween Frames

Now you must add the inbetween frames. These are the drawings that go between the keys in order to make the action look smooth.

Thursday, 19 November 2009