Bouncing Ball - 3D Animation Tutorial (Maya 2019)

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okay hello everybody and welcome to CG blast channel my name is Alberto Gaston and I'm a 3d animator working as a freelance animator you can eventually check in the descriptions below you can find that maybe some more info about me and but yeah I wanted to make this short video to show you guys how to create a simple bouncing ball into Maya 2019 it's gonna be most of all for beginners and it's gonna be like a sequence of videos that I've been planning to do starting from how to create a bouncing ball how to animate a bouncing ball to creating a full character animation for let's say a more detailed situations like a feature film or like a video game and so on so but starting from the basics we as an animator start from here which are the 12 principles of animation we're gonna cover few of them in the during this bouncing ball animation which is gonna be timing in motion which is timing and spacing and staging also a little bit and of course we can go use the straight ahead on post post the pose principle which means as you can see here if you want to go straight forward or plan a little bit all the things before getting into everytime more details putting breakdowns breakdown breakdowns and going into in-betweens everytime slow in and slow out arcs and and yeah every time we need to do something appealing so it's gonna be also appeal one of the principle principles that we're gonna be using a little bit now so let's get right into it so in turmoil I have this ball I got it from I downloaded from animation mentor which is the school where I graduated from in 2012 and so let's get in and get a plane that's the first thing I want to do so I'm gonna play around with here do you like okay so I'm gonna go in panels and side view and this is gonna be basically this is gonna be basically our camera view okay so we're gonna stage the camera leader because this is just an exercise so the first thing I want to start understanding is what our my bowl is gonna be doing so what I want the ball to do is to like start from here make some few bounces and then stop bouncing and rolling a little bit and then stop you know just settle so the first thing I want to do actually is working on the up and down movement okay it's gonna be rty and so i want to go straight here first of all i see that the range number frames is too it's too short the time about the animation so I want to put it like a 150 frames okay so I wanna go and put a key but before putting a key I wanna be sure that I'm on auto key because I'm gonna do this animation on auto key and I'm gonna select maintain the control here of the ball and I want to bring it up oh you know what first thing I want to do is that I want to make this transformations like a freeze transformation what it means is that every time that I put 0 on here on the T why it's gonna stay in this position and because I want to make it more organized but before doing that I want to be sure that this is planned and planted well where I want it I wanted that this the ground part is sadly on zero so if the value here is - I need to put it like on - one here so it's mathematically the right spot and then I want to put the ball here where it touches the ground and now I want to put like freeze transformation zero I want to put like freeze transformation so this value here is gonna be zero edit no sorry I mean modifying I don't know if you see it I don't think you see it you're gonna you're gonna go to modify and freeze transformation but because it's not making me do it because this is a rig from animation mentor I'm gonna go here and adopt it in another way zero I'm gonna go and select the other control because the ball here has two controls so let's get into it here do the same process the ball little up I want it so I just moved this control and this is always on zero see I'm gonna just gonna play with this one right now okay all right so let's start working on the up-and-down and I want to put a key just on the T Y in this case okay and I want to bring it up I want to be sure that my outer key is on bring the ball up say here and I want to open my graph better I have it here and I want to like several keys and you know like say I want to put like a few keys okay then I will not I'm gonna be seeing it later where these keys are gonna be going but I want to do something more mathematically and means that if the ball it's gonna take like 12 frames to go from up to down okay this is gonna be like the first movement then I want to go like and put it 10 okay so 1 2 3 4 5 6 7 8 9 10 so I'm putting a key here deleting these this other one and then the same amount of time it took the ball to go up it's gonna be the same time it's gonna go down again so it's gonna be 1 2 3 4 5 6 7 8 9 10 ok then now I want to put a like on 6 1 2 3 4 5 6 7 8 let's say 8 and I want to put it oh the first important thing is that the ball is never gonna go up there's the first balance is now it's not gonna go up again the same points if we have it here we're gonna put it like a little bit down and then later down more it goes up again of course this is all by eye we're gonna go and fix it later so we get a like 1 2 3 4 5 6 7 8 4 5 6 7 8 ok here let's go on 5 now 1 2 3 4 5 put it here 1 2 3 4 5 and then with it 0 then again let's go and make it like 3 1 2 3 [Music] up one two three here zero then one two let's bring it up here one two zero and one two again a little bit higher one two zero and just have a little shake I'm gonna go on one down again this is oh this is gonna be actually our up and down okay so if we go and play the animation we see like the bow is floating right it's going up and down like flowing it's not really like that it's bouncing so at this point what I like to do is go into the graph better let you whine and see what's happening what's happening and this is the shape of what's really happening in the time in time so the ball is like accelerating you know because it's this is an ease out and accelerates then it gets into it easy install the frames here are starting to favor the frame on twelve and so everything happens the same time later so what we want to do is to select all the keys which are the contact where the ball is contacting the ground so all these you wanna count we want to select them okay and what I want to do is go on break tangents here okay so what happens is that every time that I select one of the two extremes of the I mean the controls of the tangent of every key everyone is gonna be kind of moves independently otherwise would be like you see here where it's not breaking it's gonna move everything so we're gonna go here and you like a v-shape okay so it's gonna be like the effect path of a bouncing ball we usually usually see it when it's drawn right so we start making this kind of shape so that here it hangs in time up more and we try we can try to make it by eye symmetrical this V shape here and we're gonna do it through all the animation okay so trying to get a good arc which is another principle of animation right like we said before a nice arc so the most the more is opened up you know that's really open up the more time that those the ball is gonna hang out in air otherwise we've if we have an arc like this it's gonna be like more linear you know that's coming up and not hanging much time in the air and so we want to have a more we had before shape like this so it comes up immediately right because it's favoring this frame here everything what's coming this frames it's favoring what we have on frame 22 and so it's gonna be more likely what happens in the bouncing ball so now I'm gonna go and do a same thing everywhere and while I'm doing this I want a little bit apologize to all of you for eventually my bad english because I'm not in English I'm Italian so even though I speak a lot every day almost everyday English I'm not really I mean English is not my mother language so so I apologize for this okay so now that once we have this kind of shape which is we can imagine that this can be really the shape of a path right where when we are animating a bouncing ball and what we want to do now is to imagine like a straight line it goes from first of all I want to say that the timing of every bounce III went by imagination of course every time we can see that maybe we need to make things like more you know longer maybe put some frames more to do certain things we can see it eventually later but this is a a personal choice of course we need to try to make something realistic and the best way to see it is to have video references so having like a bouncing ball on our side you know you know on maybe on the second screen monitor and have like a play blast or a video of a ball that's bouncing so we can calculate how many frames it takes according to what height you know it's coming what speed what material it is and so basically at the moment we are just trying to understand the fundamentals trying to understand okay it could be like a soccer ball or a basketball we can eventually think about it while we're doing it but it's always best to do it before so we know and we you know take references for for it so once we've done this I want to try to imagine a straight line that goes from the first frame up to down here when it's where's this last frame mature and try to let every key up to make it touch right touch this diagonal line imaginary line so for instance I want to imagine the baby it can go here and here and of course I need a if I if I move too much down you see that this shape starts to be weird and so I eventually I need to go there and just the angle of the arc okay so for I can see eventually this is gonna be mostly like I say a heavy ball because it's not really doing so many bounces but what we're gonna see we're gonna see where what it goes like I said trying to make shapes it's much symmetrical possible but of course remaining and keeping a good shape of an arc so for now I will go ahead and see how it goes this point okay so just this I want to go now and see my bouncing ball with what's going on and basically it's it's not bad maybe the last frame it's shaking too much it's all what I'd go and I just did I handed the grass fitter which is really important tool used especially when we are going so much deep inside yeah here it's too much I felt it see how it feels so it's it's nice for now so what I want to do now is make the ball go from left to right screen and then settle here so the first thing that I want to do is work on the T Z the translate Z I want to put the ball starting from here put a key here and then put a key also on 150 and I want to bring at 150 the ball down here where it's gonna be settling if I just play the animation now I can see that the ball is having like weird attitude like it's accelerate like it's not moving much and that like it's starting to accelerate and then slowing down so this is not what we want we want to have like a ball that already comes from a default let's say speed and so if we're going to graph error and see what's going on here it's easy we see that of course we have an easy in and is out in the in the two keys and so this is not really what we want what we want is to have like a more standard linear key here so we can go here and click on linear tangents select and and one of the things that I want to do here is all right click and go to weighted tangents so that now I can have a tangent that I can really build model the way I want okay this is gonna be really helpful to make it feel right so I I'm gonna go back and forth you know while I'm doing this a lot of times because I want to be sure that you know it comes to a complete stop but with a nice you know not a like having a good speed you know linearly like we have here and then doesn't stop immediately so it's gonna be we want to feel that it really starts slowing down and so just for now I want to see how it is and it's not really bad okay so what I want to do is that I want to make it more soft and so what I can do is start to make all these frames these frames here favor this pose and so as you see I'm like I'll I'm like squashing them down all this keys here there are the frames right here squashing them down otherwise if they favor the other pose they would go you know they will go up I'm sorry it would go like up right and favoring this other post but we want a favor that's other one so what I want to do is this one more I want to break this tangent to you to you know I feel that maybe or maybe not just go and experiment a little bit few times maybe this is this is okay for me it's like coming from a good speed you see and it's then settling basically what I want to do now is that I want to make the ball make rotation okay forward and so now we have the up-and-down and the translation we want to make a little bit of a rotation what one of the things we needed a consider and keep in mind is that every time the ball touches an object there is always friction and so if the ball for instance is rotating a little bit backwards when it's gonna be when it it comes to the ball to touch the ground it's gonna always stand then rotate forward even if it's rotating really fast it's gonna slowly slowly you know by physics where the friction is gonna tend to rotate forward and so we can eventually try to do this to make the ball have a little bit like a back rotation for instance like this once someone is you know launching it you know and it's like rotating a little bit backwards it's always gonna then tend rotate forward thanks to the friction so in this case we are working with the rotation ax I'm gonna put here a key and it's gonna be let's let's already give a sense of small rotation forward like we said a little bit of appealing okay so it's it's a little bit like a default static dead pose like this so let's bring it like a little bit rotated forward it's a little bit more interesting okay and now when the ball touches the ground I want to put like a rotation back ok so from now on I want to put like you know start rotating the ball every time that it touches the ground there is a key because there's no friction in the air there is only the only friction the only force let's say it's the gravity but it will already did that in the t y so right now the only thing if we want to care about is the friction and so the keys are gonna be affected are just gonna be when the ball touches something in this case is the ground so I'm gonna put like a little rotation on it and you know but just by eye okay I want to put like rotations you see it's already catching a little bit life we can feel it all right so then we're gonna go into the graph header and see what's going on okay so yeah okay for now I want to be sure that every time that I'm touching the boy is touching the ground there's a key okay so this is in the air okay and from now on go this is the last one and then from here the end I just want to put one key at the end and build my way to make the ball rotate correctly so I wanna have it right Federer here wide open and persons here I can see that there is this little guy here that can maybe work better going down okay and we can push all this like you know like keeping a straight line okay maybe someone would just have this done like like this like keeping this linear leaving everything and just keeping everything like linearly and you can do that let's see how how work I think it's it can work fine I think but it's not the same thing for me I like keeping keys everywhere so that I know what I'm doing it let's control Z okay and I want to just have a sense of what's going on okay that's not bad it's not perfect but it's not bad so I want to then just try to have the keys like favoring we had before and going to the straight rotation okay so now what I want to do is make this rotation so we can do this mathematically calculating you know how much is the time and this you know how much is the range of space the bird boy is moving but what I want to do right now is just to make it by eye because all of us animators animate by eye it's difficult to find situation what we need to do something Madame attica Lee there is a way to do it but it's not the way we're usually everybody does it so so let's start here and play around with the rotation and let's see where it's gonna be going bring us for sure one of the things that I want to do is to make less frame here linear and also this one having again weighted tangents and see a little bit what happens so it this is gonna be all back and forth gonna be really a lot of back and forth see a little bit how is the best way to do it you can take a little bit of time okay it's always try to consider a straight line okay so what I feel is that maybe this one can stay maybe closer here maybe not I'm gonna play around with the values every time see what works best okay it's gonna maybe take a little while a little bit more this is gonna this is the part where it becomes tricky because you need to care about you know all these little things but in the end here then a little bit let's hide everything and just have the polygons and see the final effect we have okay so I feel there are still some spots where we can just I don't want to make this too long of course we can play so much more with it and as you know as a tutorial this is I think enough enough so what I can do is just what I would like to just add and something that pops my eye a lot is that at the beginning I would like to see more rotation once it touches the ground so I would like to maybe use this oops seems like you go check that all the keys are where they used to be we lost okay okay so I want to put like more rotation selecting you know all these I want this part here rotating more so I'm gonna select everything bring it down and I want to make this key here go linear experiment to see what happens and also you want to know what I'm doing same thing with the others what happens I don't know how much detail you can see but fortunately and now maybe it's too much in certain places I feel like in this pot here maybe it's going too much yeah maybe too much needs to end okay maybe this is gonna be better no okay it's not really bad so let's see a little bit okay so it's it's not bad I think it can be good enough for this tutorial and so basically what we covered in this final animation is timing which is you know the place where the ball how much time it takes to come down from from up to down and then up again that's all timing and then spacing is how much fast it goes from one point to another where it's decelerating where is then it's speeding again and we saw it you know in the up and down making the arcs favoring one key or another and also we did some arcs right in always in the T why some arcs then we covered also the easy and ease out which is the decelerating or accelerating and then finally we want to have a little bit like appealing right and appealing needs to be something that we it's it's it's good to see for instance the pose at the beginning that it's like a little bit rotated forward it's not completely like flat dead pose you know and when we have a character a full body character we need to always put like poses there are appealing and with a nice silhouette when it write a nice line of action there was a short tutorial I did years ago about line of action that makes a strong pose and so so that's it and now one of the things and we need to think about when we are animating is to have like good for instance if we're doing a play blast of this and all the you know everything needs to be lice nice to see for instance for instance that we are not too far away from the characters it's hard to see we're not maybe to zoom in so that we don't see what's what's happening you know we need a have a good eye you no idea what's going on and so this is staging okay and so this is the the final animation so I hope you like it and if you have any questions leave me a it in the comments below and hopefully once we'll get to 1000 subscribers I will definitely think about doing some live streams so that you can see in live you know live what I'm doing and that could be really interesting so thanks for watching and hope to hear soon take care ciao
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Channel: CG Blast
Views: 9,565
Rating: 4.9254661 out of 5
Keywords: animation, maya, 3d, tutorial, 2019, bouncing, ball, principles, disney, pixar, animation mentor, tutor, cg, blast, character, junior, beginners, studio, study, school, how, to
Id: _Xb-oP--9rk
Channel Id: undefined
Length: 35min 50sec (2150 seconds)
Published: Fri Mar 27 2020
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