My Animation Corner

@sumit_makwana Well it looks actually very nice for a first try. However I think there’s a small issue with how your ball deccelerates towards the top at every bounce; it looks like it’s staying there more time (frames) than it has to. So I downloaded the video to see what could be improved, and I just managed to make a correction to the first 10 frames, the rest follows the same idea.

I noticed you animated and exported the bouncing ball using 12fps, and if you try to make it 24fps, youll notice it looks proper, so the exmaples are in both 12 fps and 24 fps.

My main problem after analysis, was the spacing -the distance between each drawing- and how the drawings were placed at every frame. I’m not saying the drawigns are wrong, but the position where they occupy are not helping you to fully convey the idea of a bouncing ball.

What I did was to try to replicate within the same 10 frames a similar bouncing motion. Depending on the material and the height of the ball it will go faster, or slower, and jump more, or less. This is one of the first things you have to take into account, and look at real life reference. Is it a tennis ball? is it a ping-pong ball? is it a bowling ball? Those are questions you have to answer before making the first line.

The following is just ONE example of what can be accomplished in the same time, with different spacing (distance between drawings) and timing (in which frames the drawings appear and are held)

12 FPS

12FPS No Chart

24 FPS

24FPS No Chart

If you notice your original excercise it’s spacing seems like it’s more going for “thirds” than halves when coming down. And when the ball goes up there is one wasted frame to the top where it tries to slow out but it’s already at it’s maximum height, so it appears as if it was a held drawing (that means it appears floating for 1 more frame)

In my example I used the last frames to cushion-out or slow-out the ball, because gravity is pulling it down. However when falling I tried to give it a “contact” drawing so there would be more change when the ball squashes against the floor.

All of this is kind of difficult to explain in text, but i would have taken at least 2 hous in video to explain this properly, sorry.

Bottom line before you create an animation try to see how much time you need to show the motion on screen. Then breakdown which drawings are your most important drawings, your keys, then create your important inbetweens, also called breakdowns, and so on. Be careful with how your drawings move from one point in space to the next.

For example moving the ball great distances between only two frames can look like an act of teleportation. But moving the same ball between the same two frames for only a fraction of that distance may make it look possible and not choppy or instantaneous.

Usually it is good to try to animate a motion with a frame limit to try to become more creative, but at first try to animate complete movements with as many frames as you need to according to a real life reference. After that you can then work to stylize the movement and you’ll have both knowledge of fluid motion and “snappy” cartoon motion.

Apologies if my explanations lacks clarity.