Hey everybody,
So, not that I'm an expert, but here's some things I've learned
about animating bouncing balls.
Forces and Timing: a bouncing ball is all about forces. You have the
momentum of the ball coming down and bouncing back up. As the ball
is on it's up bounce the momentum is fighting against gravity, until
gravity finally takes over and starts pulling it back down, faster
and faster. You show these forces by the timing. The ball moves the
furthest from frame to frame when it is near the ground (when
gravity is pulling on it the most, or it's momentum is strongest).
At the peak of it's arc the ball moves only a little from frame to
frame as slowly one force overtakes the other.
Squash and Stretch: In real life we expect something to get fatter
when it gets shorter, because it must maintain the same amount of
mass. In 3D the computer has no problem letting you shorten
something without changing it's width, which looks wrong to us.
On a bounce, the ball will be most spherical at the top of the arc,
this is the point where the different forces have the least amount
of influence. As it travels up or down those forces start pulling it
longer. When it hits the ground that downward force has to go
somewhere so it goes outward, making the ball squash out. Remember
that animation is about exageration, so you can get away with more
squash and stretch then you think if you only do it for a frame or
two. In the Animator's Survival Kit Mr. Williams talks about
contrasting shapes, and here's your chance to use it: when the ball
is about to hit the ground it will be at it's most stretched out, if
the very next frame has the ball at it's most squashed out then you
will really feel it's rubberiness.
Remeber animation is about Exageration.
A word about critiqueing. The purpose of critiqueing is to help the
animator see where they could improve their animation. Specifics are
helpful (i.e. your arcs seem a little linear), generalizations are
not very helpful(i.e. I like it, or you suck). When I critique I try
and identify things I see that if changed would improve the piece,
as well as things in the piece that are working well so that the
animator doens't feel totally attacked.
Also, you can learn a lot (especially on these kinds of excercises
where we are all doing really similar stuff) by reading critiques of
other people's stuff, and seeing if you agree. And you learn a lot
critiqueing other people's stuff also, I've learned as much
critiqueing as I have animating myself. You don't have to be an
expert to critique, just have to have eyes and fingers (to type
with)
and so, here's some critiques on what's been done so far. Remember
it's just my opinion and not neccessarily right.
Starwarsguy:
You can get StarwarsGuy's excercises here.
StarWarsGuy Bounce Zipped (about 542K) A tip for size, since these are just excercises, render at 320x240,
and AVI's tend to be smaller than quicktime, and can usually still
play on a quicktime player.
A: Both balls seem to feel a little uniform in timing, like the up
down time on the ground and time at the peak are all equal, try
mixing it up to better sell their weight. Your squash isn't reading
well because I'm feeling like it's just scaling down in Y without
correspondingly getting fatter in x and z. After the 2nd bounce the
remaining bounces feel a little forced, like they happen to quick,
this is just a practice thing to find the right amount of time to
have. I do feel the different materials of the balls, the green does
feel more airy then the red.
B:This one also the timing is to even, it shows up better here. The
balls are going up and down at the same rate, I don't feel the pull
of gravity fighting the momentum. The red one's does feel right in
the decreasing of height though, pretty believable that someone just
rolled it out.
C:This ones really great, really fun! The interaction is good, I can
start feeling the personalities. You might try stretching them a
little so that you can lean them and that way give an impression of
where their attention is (it worked for me in the example I gave in
the beginning of this thread). Even though it's all very fast, it
all works well in the time. The larger ball rolls to the middle and
waits, why doesn't he head the directly, what's the motivation? When
the little one gets hopping mad, you could try anticipating those
hops with slight squashes beforehand, so that we feel the build up
of energy to get it off the ground. I'm not sure if you are doing it
on purpose, or if it is just spline in your channels but the slight
follow through on a lot of their rolls is good. (that they don't
just stop, but overshoot and come back) you could also get a similar
feeling if you eased into their stop points (slowed down as they got
to where they're going to stop.) Great Job!
Higgins:
Excellent job! The purple and yellow are definetly different
materials, and the timing is pretty good. Suggestions; try going to
your max squash the first frame you hit the ground, with the squash
a little later like it is now the ball feels not quite as rigid,
making the high bounces a little less believable because the energy
would be lost in the slow shape changes. You could also get a little
closer to sphere shaped at the peaks of your arcs. All the bounces
look good, except the 1st one after hitting the purple, looks a
little stunted. And it feels like there would be a little more
sideways momentum after hitting the purple. Great effort though, and
these are just my opinions, not necessariyl correct.
Hutch: Good use of sound effect. But I turn off the sound effects to
better concentrate on animation ;P The height/timing is good on the
red one but it's squash and stretch feels off: it's squashing in the
air which is a horizontal energy thing, but it's in the air so it
should have stretch vertical energy. The black one's impact and
blorb back up are brilliant, did you use a distortion box to get
that effect. We can feel the energy moving back up through it, great
job! The getting flung away on the red isn't reading clear. If the
red is getting flung it should get compressed for a second from the
force coming up through it, and then flung away. (probably the
energy would hit right at the blacks deepest squash) If reads alive
(that stretch kind of looks like a surprise reaction) and leaps away
in fright you need to warn the audience ahead of time, for example
having red look around after it's landed but before black hits.
Strong showing all together.
Paul:
A: Beware of motion blur. It can help give that extra zing to a
piece, but it can also hide flaws (which you usually want to hide)
which works against you on an excercise. Your really close on the
purple, it just bounces a little to much, it should die out a little
sooner. Yellow dies out well. Good job, really nearly perfect.
B: That's a wild texture! Fun interaction. That squash is still
buggin me, where does all the mass go, kind of looks like they are
sinking into the ground. All those double images are a little
distracting but it looks like you did a good job using the squash to
build up energy and propel them around. What you could add on top of
that is using stretch to have them trying to hold the air they've
caught.
Great effort so far everyone! Now try your hand at critiqueing,
we're a community after all, and if you want critiques it's only
right that you give them as well (besides you'll learn). And try
incorporating some of the stuff that's been said (maybe try a new
Excercise C or something).
And thanks to those of you who've already put their 2 cents in. And thanks everyone for getting excited.
-Alonso