3.7
Bouncing Ball Animation Exercise
6m 23sπ Key Points
A full bouncing ball exercise covering motion, timing, and basic squash and stretch.
π TutorialAvailable
Summary
This lesson demonstrates how to combine previously learned skills to create a classic bouncing ball animation. It covers setting up the hierarchy, animating Y-position and shadow scaling, adjusting interpolation curves for realistic physics, and adding squash and stretch to give the animation more character and "juice."
Step by Step
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00:04
Scene SetupCreate a white circle for the ball and a black circle for the shadow. Move the ball's origin to its bottom center (using the Y key) to ensure scaling happens from the ground up.
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01:02
Animate Core MotionSet Y-position keyframes for the ball (low-high-low) and scale keyframes for the shadow (large-small-large) to match the ball's height.
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01:56
Apply Cubic InterpolationChange the default interpolation to Cubic. Modify the handle shapes so the ball launches fast and slows down at the peak, then accelerates back to the floor.
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02:56
Add Squash and StretchUnlink the X and Y scale properties. At the point of impact, make the ball skinnier (X) and taller (Y) during the launch/fall, and squash it (wide X, short Y) the moment it hits the floor.
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04:24
Refine Scale InterpolationApply Cubic easing to the scale keyframes to ensure the transitions between stretching and squashing feel natural and consistent with the ball's inertia.
Notes About Current Rive
- Origin Placement: Moving the origin to the bottom of the object is crucial for bouncing animations; otherwise, the "squash" will happen from the center, making the ball appear to float off the ground.
- Unlinking Properties: Remember to click the link icon in the Inspector to animate X and Y scale independently for squash and stretch effects.
- Logic-Driven Easing: Always consider the physicsβa ball stretches because of speed/inertia and squashes because of impact. Match your curves to these physical forces.
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