QUOTE(bobkoonce @ Apr 10 2006, 06:03 PM)

robocat2075,
Heres the screen capture of Bounce_Example_3.mov please let me know whats going on.
[attachmentid=15897]
Thank you, this does tell us a lot.
Whenever we try to make "believable" animation we have to try to show the effects of the forces involved. In "bouncing ball" that force is
gravity. Gravity is what makes the ball fall and gravity is what makes it stop rising after it bounces.
Gravity is never satisfied. Even after it has made the ball start falling, it continues to pull on it and make it fall faster... frame after frame after frame.
On the y-graph we see a pretty straight line from 00:00 to 00:08 which means the ball is moving in pretty even increments during that time. Likewise from about 00:15 to 00:20
We can see that too in this clip where I've marked up the center of the ball on each frame. The yellow brackets show some spots where the ball is moving up or down, but not changing speed.
[attachmentid=15898]
That sort of motion is very un-gravity-like. A falling ball will go
farther and farther in each frame. A ball after the bounce will be going up
less and less in each frame. Gravity never gives up, never takes a break.
The very end is working better; the ball does appear to be decellerating, and the curve confirms that.
You're on the right track by adding the extra keyframes inbetween the top and bottom, but to get it right you'd have to put a key on every frame.
There's an easier way... shape the curve with the bias handles on the CPs. (they work just like the bias handles in the modeler. Turn on Show Bias Handles. Peak them, smooth them, twist them, whatever it takes to get the right shape.)
You can get rid of those keys frames inbetween the top and the ground. Look at the sample curves again at the top of this thread. They start out almost horizontal and get steeper and steeper with each frame. They are "parabolas". Make your curves like that
This editing of these curves is the big contribution of computer animation to the art. In 2D you'd have alot of redrawing ahead of you. In CG you just need to tweak a few curves to make it "perfect".
BTW, you can see the shape of these curves better if you double-click the Timeline (actually I prefer the PWS, but Time line is similar) off into a free window and drag it out to full screen size. Toggle it on and off with the keyboard short cut.
Leaving it scrunched way down at the bottom of the screen doesn't allow much detail in the curves.