ball bounces

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  12 December 2012
ball bounces

Hey guys. I've been animating for over a year but I recently realized I don't know the fundamentals as well as I thought I did so I'm going away form character and back to balls and pendulums. If you could give me feedback on these bounces it would really help. Look forward to seeing really cool character stuff from me though in the near future! the balls in order from left to right are soccer, handball, bowling ball, beach, pingpong, basketball, tennisball

Last edited by fierce86 : 12 December 2012 at 07:48 AM.
  12 December 2012
These look pretty good, nice work. I think it might be a little easier to judge just one or two at a time instead of a row of them. It looks like some fall higher and lower than others. I think the beach ball could be a little lighter and more floaty, its last couple bounces show a bit more weight than I think it may have. Overall nice job, keep up the good work!
  12 December 2012
Hey thanks for the feedback. Ya i tried fixing the beach ball I agree it was too fast. My issue is i dont know if I should keep the balls on the ground longer as they squash because if I do then I need like 2 frames of non moving flat tangency at the bottom of every curve ( when it hits the ground) but is that ok I havent seen any graph editor curves like that. Also it doesn't seem like the balls should squash and stretch nearly this much from utube reference but if I dont then its barely visible.
  12 December 2012
btw I know some balls hit a different ground plane ( ie higher or lower than other balls) but just ignore that for now. Ill just redo a couple of the balls from scratch and make them nice once I figure this out. =)
  12 December 2012
I did a ball and tail animation. I'm having hard time showing weight things seem too floaty. And I have way too much motion in the tail I'm working on fixing that. Should I have more of a hold when the ball hits the ground so its on the ground longer as it's squashing?
  12 December 2012
This looks good, its cool how he bounces back first to set up his forward movement. Yeah I might try having it stick on the ground for an extra frame. You could also try putting more of an anticipation/follow through into each jump. So it has some stretch backwards on the contact position, then squash, then a stretch forward as it leaves for the air again. I like the way it settles at the end of it all, keep up the good work.
  12 December 2012
I agree with Rich. You could add some direction in the jumps so when he moves up and down he is angled in the right direction (now he just stays horizontal) and then have his tail lag behind a bit.
In your first animation I think the balls bounce too much sometimes. When they are settling on the ground suddenly it seems they start bouncing higher again. I think you should even it out some more so that every bounce on the floor takes away the same relative amount of energy if that makes any sense.
  12 December 2012
Ya I agree they definitely need more directionality and even spacing. And the anticipation would make the ball tail look better. I'll fix that up. I didn't realize how much dedication animation takes until recently. I was trying to learn to animate along with modeling, texturing, lighting, and everything else but I guess you need to just focus on being an animator if you want a job in it. I was actually doing a lot of character stuff off of tutorials I found but my friend said that my fundamentals are really off so I'm doing these exercises.

here's one i did without a tutorial its barely past blocking ( in spline mode lol)

what level would you guys say I'm at? I think I understand a lot of the ways in which things should work ( ie walk cycle body mechanics, animation principles etc) but applying it correctly has been challenging simply because I haven't mastered the fundamentals properly. But I feel like once i do I can go back and those things will look really good.

Last edited by fierce86 : 12 December 2012 at 09:25 PM.
  12 December 2012
I think i got the ball bounce down finally. I'm gonna move on to the ball and tail more now then ball with legs =)

heres the blocking for the ball tail animation.

I'm redoing it. Having a hard time figuring out how to add anticipation though since it's just a ball. Maybe I should keep it on the ground for 5 frames and have him looking left and right as if to asses that hes about to jump and rotate the body back slightly. It feels like things are moving too fast and all at the same speed. I'll have to spread out the timing on some parts longer and maybe make the ball bounces less intense.

I feel like I'd almost want to just focus on being a director I love making stories, but I definitely need to at least understand the basics of animation first to be able to direct anything in cg. haha. I'm glad I'm keeping this journal it's really helping me track my progress. =)

Last edited by fierce86 : 12 December 2012 at 08:41 AM.
  01 January 2013
Hey! Looking good! I know you already finished it, but in your basic ball bounce animation it might look better if you have a bit more squash. You've got nice stretch when it's in the air, but when it hits the ground I think it might need to spread out more. Just a thought though, good job!
  01 January 2013
thanks for the feedback heres a new version. i have a baseball, basketball (middle) and beachball ( far left) . Im having a hard time putting in the rotation and making it look natural. when i put in a rotation then i try to squash and stretch the angle of the ball is off
  01 January 2013
ya needs more squash, working on pendulums now =)

having trouble with the timing and making it looks smooth though
  02 February 2013
Im going through this digital tutors pull animation tutorial..having trouble keeping the hands locked onto the bar so i keep adjusting the shoulders and body too much to make sure they stay in position and end up with too much extra motion/shakyness/etc so working on that
  02 February 2013
Quote: Im going through this digital tutors pull animation tutorial..having trouble keeping the hands locked onto the bar so i keep adjusting the shoulders and body too much to make sure they stay in position and end up with too much extra motion/shakyness/etc so working on that

Yeah, I ran into that problem a lot. If you're using an IK/FK rig, one way I got around it was to keep the hands parented to world space. It means you have to move them for every action, otherwise they stay put, but it's really nice for when you need them to hold still.
  02 February 2013
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