Question:

Explain the step-by-step process of creating a realistic bouncing ball animation, including the application of core animation principles.

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Remember that the "Squash" deformation should occur exactly at the moment of impact. The frame immediately before and after should show "Stretch" to maximize the impact of the bounce.
Updated On: Jun 29, 2026
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Solution and Explanation



Step 1: Scene Setup and Key Posing (Block-out Phase):

Create a sphere model (the ball) and a flat polygon plane (the floor). Set your frame rate to a standard broadcast speed (such as $24\,\text{fps}$). Position the ball at its maximum height on Frame 1 and set a keyframe. Next, set keyframes for the key poses to establish the timing of the bounce: [noitemsep]
Frame 1 (Start/Apex 0): Set keyframe at maximum height ($y = y_{\text{max}}$).
Frame 10 (Contact 1): Move the ball down to touch the floor ($y = 0$) and key.
Frame 18 (Apex 1): Raise the ball to a lower peak height (e.g., $y = 0.6 \cdot y_{\text{max}}$) to account for kinetic energy loss, and key.
Frame 25 (Contact 2): Move the ball back to the floor ($y = 0$) and key.
Frame 31 (Apex 2): Move the ball to a still lower peak ($y = 0.3 \cdot y_{\text{max}}$) and key.
Frame 36 (Contact 3): Move the ball back to the floor ($y = 0$) and key.

Step 2: Refining Motion Curves in the Graph Editor (Timing & amp; Spacing):

By default, 3D software applies smooth spline interpolation to keyframes. This makes the ball appear to float or slow down as it approaches the ground, which looks unnatural. To fix this, open the Graph Editor and select the Translation Y channel:
• Select the keyframes representing ground contact (Frames 10, 25, 36).
• Click the Break Tangents button in the Graph Editor menu.
• Adjust the tangent handles to form a sharp, V-shaped corner at each contact point. This represents the immediate rebound and energy transfer when hitting the floor.
• Keep the top of the bounce curves (Frames 18, 31) as smooth, rounded arcs. This simulates gravity slowing the ball to a brief stop at its peak before pulling it back down.

Step 3: Applying the Principle of Squash and Stretch (Deformation):

To show the ball's weight and flexibility, animate its scale attributes (Scale Y for height, Scale X and Z for width): [noitemsep]
During the Fall (Frames 8--9): Apply a stretch along the direction of motion (e.g., $\text{Scale Y} = 1.2$, $\text{Scale X/Z} = 0.9$).
On Impact (Frame 10): Apply a squash as the ball hits the ground ($\text{Scale Y} = 0.7$, $\text{Scale X/Z} = 1.2$).
On Rebound (Frame 11): Return the ball to its standard spherical dimensions or apply a slight stretch as it accelerates upward. *Volume Conservation Rule:* Always maintain volume conservation when squashing and stretching: $$V \propto \text{Scale X} \times \text{Scale Y} \times \text{Scale Z} = 1.0$$

Step 4: Adding Secondary Actions and Polish:

To complete the look of the animation, add rotation to show the ball rolling forward (Translation X). You can also add a drop shadow below the ball, scaling its size and transparency based on the ball's height from the ground to help ground the scene.
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