Vanilla Ball Bounce

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 Everybody starts with a bounce.

OVERVIEW

This exercise is designed to be an application of the information learned in Chapter 2 of the Animation Bootcamp course.

The assignment is to animate a simple ball bounce – “simple” meaning there’s no squash or stretch and the motion is restricted to the Z-axis (up and down). This application will nail down the animation principle of slow-in and slow out.

INSTRUCTIONS

  1. Download the Vanilla Ball Bounce: Source Files from the Downloads tab. Unzip and open the included .blend file with Blender.
  2. Using only 3 keyframes and their f-curves, animate the ball bouncing up and down in a perpetual cycle.
  3. Render your animation as an openGL viewport render loop. “Loop” means that the animation ends exactly how it begins so it can play seamlessly forever.
  4. Loop your animation 5 times and export as a video file.
  5. Upload your video to YouTube or Vimeo.
  6. Finally, submit your exercise by clicking the Submit Exercise button in the top-right corner of this page and pasting your video’s URL.

Exercise Questions and Answers

Ask a question and get an answer!

Submit your Question
  • Replies: 1

    On these Exercises, should I watch the exercise videos first and then do the exercise, or do I do the exercise and then watch it. I’ve been doing the exercise and then watching.

    1 week ago

    • Replies: 1

      Watch the videos first 😉

      1 week ago

      • Okay thanks!

        1 week ago

  • Replies: 1

    In the graph editor what button do you push to make both editable curve nodes to move at the same time?

    3 weeks ago

    • Replies: 0

      If they are see-sawing on you you need to change the handle type first. (V)
      Then select the entire handle and deselect the middle one.
      I think that is what you mean – but just play around with it and figure out a way of working that you like. (create your own workflow 😉 )

      3 weeks ago

  • Replies: 1

    The animation text for the key frames is not counting How do you fix it so it counts the key frames?

    4 weeks ago

    • Replies: 1

      download the ‘blender-text-counter’ add-on

      google it and it is the 1st result on github

      4 weeks ago

      • Funny thought Blender market would have the add on! Why not keep it in house?

        4 weeks ago

  • Replies: 1

    Hi I’m having trouble with the different ball layers the plain ball changes when I start to add the Key frames to my animation. Is there away of locking the plain ball so it doesn’t change? I tried to single it out in the Outliner panel but it continued to change.

    4 weeks ago

    • Replies: 0

      Make sure you enable “auto-run-python-scripts” in the User prefs (in the file tab).
      And also check that there isn’t an error when you open the file the first time in the info bar.
      (It might say something like “reload trusted”)

      Then the UI script will work to display whatever ball you want.

      4 weeks ago

  • Replies: 1

    Hi, after doing the exercise I know why you put the keyframe for the bottom position in the middle. I did it vica versa. So to make the angle equally steep, I had to manipulate two handles (of different) keyframes identically. Is there a way to select the same handle of two key frames at the same time to manipulate them identically? I used the dope sheet to copy the keyframe. But maybe there is a smarter way. Thx.

    5 months ago

    • Replies: 0

      I don’t think I follow exactly what you mean but you can change the pivot point of the key frames in the graph editor just like you can in the 3d view port. Just change the pivot point to ‘individual origins’ and this might help you out.

      5 months ago