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The Bouncing Ball Continued.

Page 4.

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  • 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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