-
OK.
Hopefully some of you will have figured out the best combination of tangent
types for yourself, but for those that didn't, I'll show you in just a
second.
-
First
though, I'll explain briefly WHY we use these particular tangent types:
-
So, Imagine
your holding a ball a few feet off the ground.
-
When you
let it go, as it falls, it starts out slow
until gravity affects it and it builds up momentum.
-
By the time
it hits the ground, it's travelling quite fast.
-
Because the
ball is rubbery, when it hits the ground its momentum is transferred into
the upward motion, so it leaves the ground fast.
-
As it
climbs, gravity begins to affect it again, but in the opposite direction, so
it slows down until it stops. It then repeats
the cycle.
-
Obviously
in the real world we would have to take into account the fact that on each
bounce it would lose some momentum, but for the sake of this exercise, we
are just interested in the mechanics of one bounce.
-
So, if you
consider the 3 main action points (starting point, hitting ground, end
point) as being our 3 key frames, we can use this description of the ball's
bounce to decide on our tangent types:
-
Keyframe 1
: Out = Slow
-
Keyframe 2
: In = Fast, Out = Fast
-
Keyframe 3
: In = Slow
-
Try
applying this to your animation and see how it looks.
It should look something like this:

That's
more like it !!
Now
Save your project!!!!!!!!
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