I created a sphere. Then, I grouped it twice. The first group is to handle rotation and the other group to handle translates. I create a deformer and parent it to the group that handle translates. Next, I lock the unused attributes for each group and the deformer.
I followed the table below.
Keyframe No. | Translate X | Translate Y |
1 | -12 | 5 |
12 | -9 | 0.5 (ground) |
25 | -6.1 | 3.9 |
37 | -3 | 0.5 |
50 | -0.2 | 2.8 |
62 | 2.7 | 0.5 |
75 | 6 | 1.6 |
87 | 8.8 | 0.5 |
100 | 12 | 0.5 |
Next I open the graph editor and flattened the top tangents and broke the bottom tangents to make the curve steeper for a more realistic feel.
Next I set stretches 1 frame before the ball touches the ground, set squashes at the frame where the ball touches the ground and normalise the ball 2 frames after the ball touches the ground.
Lastly, I set the keyframe at frame 0 for 0 rotation and then another at frame 100 for -1200 Z-rotation.
I learned to use the deformer to squash and stretch the ball by changing the factor value. I learned to lock attributes to narrow down the points i am required to edit to make animating the ball a much easier task. Creating different groups can be used to edit a certain factor of the object which is certainly a method to make animation easier than having all the factors lumping into one.
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