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The Bouncing Ball
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Page 3.
E-mail Billy.
PAL
is 25 fps
(frames per second). This is the standard for TV/Video in, among others,
Singapore and the UK. NTSC
is 29.97 fps,
and is used for TV and Video in, among others, America and
Japan.
You should always be
working at 25 fps.
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This exercise will help you to understand
why we use the different
function curves.
- With the
Top View selected, using The Keyboard Entry function,
create a sphere: radius 30
- In the Front
Viewport: Change the
Pivot Point of the sphere so that it’s situated at the bottom of the
sphere in the centre: Heirarchy>Affect Pivot
Only>Move transform type in: Y= -30

- Un-Check Affect
Pivot Only, and using the Transform Type In, move the sphere 30 in
the Y Direction. The bottom of your sphere should now be resting on the horizontal
Origin Axis.

- We now need to Set-up the
Time
configuration for our animation. Click the Time Configuration
button located in the Animation Controls.

- This brings up the
Time
Configuration window. Set the Animation length to 30
frames. Change the Frame Rate to PAL.
Click OK.
- Right Click your Sphere and choose
Properties. In the Properties Dialog
box, check the Trajectory check-box.
This will enable you to see the path of your sphere once we animate it.
- Zoom out the Front view and pan so
that your sphere is situated at the bottom of the view:

- Turn on the Animate button. Move the
Time Slider to Frame 15.
- Move your sphere to the top of the
front viewport (Make sure you constrain to the Y direction).

- Turn off the Animate Button.
- We now have two key frames. One at frame 0, and one at frame
15. Swap the positions of these key frames. You can do this by dragging
them in the timeline. Our sphere now begins at the top of the viewport at
frame 0, and moves down to the bottom of the viewport at frame 15.
- In order to complete the bounce, we
need the sphere to return to its original position at frame 30. To do
this, simply copy the Keyframe from frame 0 to frame 30. You can do this
by Shift-Clicking the Keyframe and dragging to frame 30.
- Play your animation. Does it look
like a bouncing ball?
- Pan your Front view so that your
ball animation is at the left hand side of the view:

- Now create 4 copies of your sphere: with the movement
constrained to the X axis, in the front view, Shift-Click and drag your
sphere to the right:

- In the clone options dialog box,
choose Copy, and choose 4 as the number of copies. You should end up with
something like this:

- Click zoom extents to centre the
spheres in the view.
- Save
your Project now, so that if you get all confused, you can come back to this
stage.
- Select Sphere02 and open Trackview. Apply a Position
XYZ Controller to the Position track
for Sphere02:
------ ------
- Change the
TrackView View type to
Function Curves:

- Delete the Flat Curves in the X and Y tracks by selecting and
deleting the key frames.
- In the Z
Position Track, look at the Curve
and compare it with the movement of your Sphere.
- Try changing the
Tangent Types of
the 3 key frames and see how this affects your animation.
- Repeat steps
19 – 22 for each of
your spheres. Each time, choose a different tangent type
or combination of tangent types for the
key frames. You can leave your animation playing whilst you do this to see
interactively how the spheres behave differently. (If your computer slows
down to much to do this, try the exercise with just 3 Spheres).
- See if you can find the best
combination of tangent types to make the ball look like it’s actually
bouncing.
The Different Tangent Types are:
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| Smooth |
| Linear |
| Step |
| Fast |
| Slow |
| Custom |
Refer to Lecture
6-Page 4 for more info on what the different tangent types do.
Try to figure out the
best combination for yourself before going on to the next page. If you have a
ball handy, bounce it! Watch how it behaves in between the 3 stages of the
bounce i.e. top/bottom/top. Try to apply this to your Curve.
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