Creating Your First 3D Animation in Maya: A Ball Bounce
Nov 20, 2013 • 3 Minute Read
There is one animation that every beginner must master before ever moving on to more complex animations: The ball bounce. The same techniques and principles that are applied to a ball bounce can be incorporated into any other animation no matter how complex.
The ball bounce is the foundation for all other animations, so it's extremely important that you know how to properly animate a ball bounce. In this article you will learn step-by-step how to create a believable ball bounce in Maya (if you're not using Maya, there are still plenty of tips and techniques to use in your software of choice).
Setting up the scene
To get started the first thing you will want to do is open up your Animation Preferences located at the bottom right of Maya.
Once opened make sure that you have the Time Slider selected under the categories panel. Under Playback make sure your Playback speed is set to Real-time [24 fps]. After you've done that, go to animation preferences in the Settings of the Categories panel.
Make sure that the Auto key box is checked, this makes it so any changes you make to ball will be automatically keyframed. Under Tangents check the Weighted Tangents box, and change the default in and out tangents to Flat. Once that is done click the Save button.
There is one last thing to do before you're ready to start animating, and that is to change the range of the Time Slider. So go to the box at the end of the slider, and put in a value of 110. This will make it so you have 110 frames to work with.
Starting the animation
With your scene set up, now you need a ball to animate with! But you don't need a complex rig. For this animation all we need to do is drop a simple polygon sphere into the scene.
You can go ahead and select all the middle faces of the sphere and add a different color to it. It will add more clarity and make each bounce easier to see. Or you can download the scene file for this tutorial here. Now you can start the animation.
Click on the Time Slider, and drag it until it's on frame 1. Select the ball and translate it up in the Y axis, set it to a value of 38. This is going to be the height of where the ball drops from. Now with the ball still selected, press the "S" key. This sets a keyframe for all the attributes on the ball. You will notice that the attributes in the channel box have been changed to red. This indicates there is a keyframe set for them. Since you enabled Autokey in the Animation Preferences, this is the only time you will need to press "S" to set a keyframe. Any adjustments that you do to the ball from here on will be automatically keyframed.
You are going to need to add the rest of the keyframes for the animation. Go to frame 9 on your Time Slider, and change the Translate Y value to 0. The value of 0 represents the value of when the ball hits the ground.
Now go to frame 17 and move the ball up in space again with the Translate Y attribute. Set a value around 31.
The reason you changed this value to 31 instead of 38 is because the height of each bounce needs to gradually become lower. Now go to frame 24 on the timeline and enter in a value of 0 for Translate Y.
You can start to see what's happening, you are creating the actual bounces for the ball.
Let's continue this procedure for the rest of the bounces. Go to frame 32 on the Time Slider and set the value of Translate Y to 25. Now go to frame 39 and set a value of 0. Go to frame 45 and set the Translate Y value to 19, then go to frame 51 and set the Translate Y value to 0.
Next go to frame 56 and set the Translate Y value to 13.5, then go to frame 61 and set the Translate Y value to 0. Now go to frame 65 and set the Translate Y value to 9, and on frame 69 set the Translate Y value to 0. Go to frame 71 and set the Translate Y value to 6, and on frame 75 set the Translate Y value to 0. Now go to frame 77 and set the Translate Y value to 4.5, and on frame 79 set the Translate Y value back to 0.
Go to frame 81 and set the Translate Y value to 2.5, and on frame 83 set the value to 0. Now go to frame 85 and set the value to 1.5, and set it to 0 on frame 87. You can see that the Translate Y value is gradually getting smaller!
So you're almost done setting the keyframes! Go to frame 88 and set the value to 0.5 and on frame 89 set the value back to 0. Now you've finished creating all the bounces for the ball!
At this point, your animation should look like this:
If your animation doesn't look like the video above, go back and double-check your values for each frame with a key on it. For reference here are the frame numbers, and the values that you set for each one. Compare this to your animation to make sure it's correct.
- Frame 1 Translate Y value = 38
- Frame 9 Translate Y value = 0
- Frame 17 Translate Y value = 17
- Frame 25 Translate Y value = 0
- Frame 32 Translate Y value = 25
- Frame 39 Translate Y value = 0
- Frame 45 Translate Y value = 19
- Frame 51 Translate Y value = 0
- Frame 56 Translate Y value = 13
- Frame 61 Translate Y value = 0
- Frame 65 Translate Y value = 9
- Frame 69 Translate Y value = 0
- Frame 71 Translate Y value = 6
- Frame 75 Translate Y value = 0
- Frame 77 Translate Y value = 4.5
- Frame 79 Translate Y value = 0
- Frame 81 Translate Y value = 2.5
- Frame 83 Translate Y value = 0
- Frame 85 Translate Y value = 1.5
- Frame 87 Translate Y value = 0
- Frame 88 Translate Y value = 0.5
- Frame 89 Translate Y value = 0