Assignment #1: Bouncing Ball

Resources:

  • Richard Williams Animator's Survival Kit
  • Animation Principles.doc and/or http://www.artof3d.com/feature.htm
    1. Squash and stretch
    2. Anticipation
    3. Staging
    4. Pose-to-pose action & straight-ahead action
    5. Follow-through action & overlapping action
      • Overlapping action example: three-linked pendulum - without | with
      • Follow-through/overlap example: Lt. Dan tail jump (see tail on landing)
    6. Slow-in and slow-out
    7. Arcs
    8. Secondary action
    9. Timing
    10. Exaggeration
    11. Solid modeling and rigging, or Solid Drawing
    12. Character personality, Appeal



    Part 1: Bouncing Balls from Reference

    Similar to last quarter you will choose two balls, which we will provide, with distinctly different physical properties such as light versus heavy. The greater contrast in the type of bounces they have the better. Unlike last quarter, you will be taking video reference of each ball, and use this reference to create your planning sheets. (Planning sheet examples found HERE and HERE). Make sure you animate at 30 frames per second. These settings can be found in your preferences under 'Settings' and 'Timeline'.

    Download the old ball rig HERE.

    Download the new ball rig HERE.

    Find last quarter's bouncing ball tutorial HERE.

    What to do:

    1. (OPTIONAL) Take video reference of each ball bouncing individually. Don't put any downward force on the ball, simply drop it from a still position and let gravity do the work. You will also want to do a version of reference with some forward momentum. However, you do not want to just throw the ball as hard as you can. Remember: You want to take this reference in a way that will be most useful to you, so a still camera with a good view of the ball would probably be best.
    2. (OPTIONAL) Draw out planning sheets for each ball using your video reference.
    3. Animate both balls bouncing with forward momentum in an orthographic side view. Keep in mind animation principles like squash and stretch, slow-in slow-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 spans too many frames (and is too extreme) 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.

    Part 2: Bouncing Ball with Character

    This will be similar to last quarter's animating a "ball with intent and emotion" assignment, but with a few constraints to make your objective more clear.

    What to do:

    Unlike Part 1 where you showed how two lifeless balls might bounce in comparison to each other based solely on physical properties, for Part 2 you will show how a "living" ball might bounce/act given an emotional state. Here's what we are looking for:


    General Animation and Maya Tips:

    Playblasting:

    Playblasts are Maya's way of creating a preview of your animation that runs in real time, and is much faster to create than a render. Go to Window > Playblast > OptionBox. Change the option for Viewer to 'Movieplayer', change the Display size to "Custom" and enter 640 and 480 for the two values. Change the scale to "1.00", and check "Save to File" and name it appropriately.

    IMPORT 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: