Assignment #1: Bouncing Ball

Assigned: Thursday, Jan 6th, 2011
Due: Thursday, Jan 13th @ 3:00 PM

Resources:


Part 1: Forward Bounce Revisited

You will be animating a single bouncing ball with forward momentum from an orthographic side view using the provided ball rig.

Unlike the introductory animation assignment in 458, which looked at how different balls (light and heavy) would bounce comparatively, the idea here is to focus on producing a single, polished bouncing ball animation using your knowledge thus far. You may look at video reference or draw sketches if it helps, but you are not required to do so. These are topics we will cover in greater detail as the quarter progresses. Just experiment and get the motion to look good to the best of your ability.

As opposed to last quarter, the ball rig should ease up the workflow a bit. There are two controls on the rig: the "ball_anim" is for both movement and rotation, while the "squash_anim" allows you to modify the direction and magnitude of the squash and stretch independent of the ball's position and rotation. This means that it is much easier to add/adjust squash and stretch without negatively impacting other portions of your animation. Note that it is recommended you always key both controls on a given frame, and not just one without the other.

Always be thinking about the animation principles, particularly squash and stretch, ease-in ease-out, timing, and arcs. Also keep in mind that you are animating a "normal" bouncing ball that doesn't have a mind of its own. So, for example, you generally shouldn't see squash and stretch when playing at full speed, but you should be able to feel it. Squash and stretch that is too extreme and that spans too many frames will make it look like the ball is willing itself to jump, and that's not what we want to see for this part of the assignment (just keep it to one frame, with a maximum of two frames for earlier bounces).


Part 2: Bouncing Ball with Character

In contrast to Part 1, where you showed how a standard ball might bounce, in Part 2 you will show how one or more "living" ball characters might move/act to express specific emotional states. Here's what we are looking for:


General Animation and Maya Tips

PLAYBLASTING NOTES: The point of playblasts are to get a good preview of your animation. This means that you should hide everything that clutters the screen, and set the camera up to get a good view of your motion (you don't want the camera so far away that your bouncing ball it just a dot!) You will want to hide the heads up display information by going to Display → Heads Up Display and unchecking everything in the list. You will also want to hide all of the animation controls. Since these controls are usually NURBs curves, go to the panel menu and uncheck Show → NURBS Curves.


Turn-in Checklist