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3D Computer Animation Fundamental animation

Week 1: Bouncing ball learning

In this week’s session, George taught us some basic knowledge about animating a bouncing ball in Maya and how to refer to the rigged ball file in it after setting up a file project. By following his demonstration, I have finished a rough version in his class to understand the pipeline of keying the ball in spline, and the way to create a quick selection of all the NURBS curves.

There are some knowledge points I found were interesting in the session:

  • animation in Maya should be always 24 frames per second, games can be 25 frames per second.
  • animation is about 60% of planning, and 40% of doing the work.
  • we should keep our animation simple and stupid during practive, as K.I.S.S.
  • there are two useful YouTubers for animators, one is called ‘3D Animation Internship., and another one is called ‘Frame by Frame Animation’.

  • animation should start with referencing my rigged file, in case there will be changed to the model and the rig.
  • curve 1 explanation:
  • curve 2 explanation:
  • the gizmo in Maya always shows X, Y, and Z directions, meanwhile, they are in red, green and blue.
  • when we are animating something, always animate it with x, y, z order.
  • work in spline with arc is important for the bouncing ball, and work in blocking for the character animation.
  • rotation of the ball after timing and spacing, and then adding squash and stretch in the end.
  • never touch the main controller during animating of a rigged object.
  • can set quick selection or bottom for keying the ball rigs.

To plan out this week’s prep– plan the animating bouncing ball from left-hand side view in Maya, with 100 frames and 24 frames per second. I downloaded Kinovea and did some research on how to use it, using the references I grabbed online to assist my animating work.

Below is the reference I used for my planning and the demonstration of using Kinovea.

Here is the short bouncing tennis ball I cropped in Kinovea:

I made marks on every low and high point when the tennis ball is reaching in this video to plan out the arc of its movement:

Here are two more videos I learnt before I move onto maya with the graph I made above:

Eventually, here is my final outcome of the bouncing ball referring to the bouncing tennis video above, and my working interface from Maya:

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