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

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  • 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.

    2 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.

      2 months ago

  • Replies: 0

    A solution for the counter: for those who reder by frame (PNG), just start the animation in frame 0, but set for it to show “1”, and for the last frame add 1 also, after rendering, just delete the first frame!

    4 months ago

  • Replies: 1

    Hi Wayne and thanks for a great tutorial series. When I try to render I’m getting a black result. In the viewport however, I see the result as I should. I’m using 2.78 if that makes a difference.

    5 months ago

    • Replies: 0

      That’s because you are ‘rendering’ the scene which has no lights – and therefore is super dark.
      You don’t need any for these animation tests if you are just doing a ‘viewport render’. Click on the clapper board on the 3d window you wish to ‘playblast’. It will render what is visible in that viewport.

      5 months ago

  • Replies: 2

    Where do you set the looping option in blender openGL mode? Or do you duplicate the key frames? Last exercise I duplicated the keys, just curious if there’s an easier way.

    5 months ago

    • Replies: 1

      You can set the end frame in the timeline to be 1 frame before the cycle repeats. That way when you hit Alt+A it will loop seamlessly.
      You can also add a cycle modifier to the curves in the graph editor. This will make it easier to scrub forward and backward past the start and end point (or extend the animation length if want)

      5 months ago

      • Sorry, didn’t clearly communicate my questions. Completely on board with what your saying. I referring to when you exporting the video, is it possible to set a number of loops in the property menu so when you play your video back through YouTube, Vimeo, etc, it will automatically loop 5x. Or do you have to duplicate your keyframes in the dope sheet to create a loop?

        5 months ago

    • Replies: 1

      Gotcha.
      There are several ways to do it.

      A: add the cycle modifier on all the curves, making sure the loop is the same length on each (or it will get out of sync). Then change the end frame to include 5 cycles.

      B: Export one cycle and use the vse or external editor to loop it.

      Use A for this one 😉

      5 months ago

  • Replies: 1

    When I select viewing only render items, the motion path doesn’t show. Is there a way around that?

    5 months ago

    • Replies: 2

      Sadly no. If you want to render with the motion paths, you can’t enable “only render”.

      5 months ago

      • So there are conflicting instructions: in the video, it says to set to only renderable items, but the grading criterea says to show the motion path. Something should be changed.

        5 months ago

      • *criteria*

        Also, this video doesn’t explain to use the bone’s motion path instead of the object’s; that’s not explained until the next video.

        5 months ago