![]() If you can afford a bit of cash, I’d highly recommend picking up a copy of Digicel Flipbook Lite, a well spent $39. They (AM) kept us primarily in orthographic side views and working in formats that could be single framed. Seriously, the more time you take to get this part right, the happier you will be later on. Make it look like they aren’t just a heavy ball falling, but a heavy ball who has to get his lazy butt over a fence. Keep going on with the bouncing balls, but start adding some character to them. I do think that if your main focus is on character animation, then the billiard balls are heading off in a direction that might be less useful. It kind of got off on tangents that focused too much on ipo curves and less about what you see on the screen, but giving more attention to the basics is always a great thing. Is it possible to animate a bone (especially an IK target bone) to move along a path, pulling the rest of the armature with it? If there is a way to do this, it could be a major simplification.įirst off newbie Blender user here, still adjusting to the interface, also an Animation Mentor alumni, one of the first class, hi, hello. The technique looks very useful for the billiard ball exercise, but the question arises as to whether it is a shortcut for billiard balls or a technique that could be generally applicable to character animation, which is our ultimate goal. I haven’t tried to tweak the cue ball sudden slowing on collision with the red ball, but it should be simply a matter of putting in another key and reducing the slope of the curve at the collision frame. The speed curve is simple enough to tweak, though, to get an initial high speed and constant slowing throughout the entire path. It defaults to bezier, handles locked, which means the ball speeds up at the beginning, runs at constant speed for most of the path, then slows down at the end. This would be the appropriate place to do the tweaking. Not to critique the physics, but there is also a Path IPO, which deals simply with speed. I’ll put them on a separate layer so I can make them dissappear during the render. I haven’t done it yet, but I am going to use those sticks as visual aids when I adjust the ipo curves to make the balls slow continuously along the entire path. So to make a nice slowdown, the bezier handle from the beginning of the run must have a slightly steeper slope than the ending handle, and the handle after the bounce must be shallower still, since the ball travels more slowly leaving the collision than entering. It looks like the slope of the bezier curve handle is the speed of the ball along that axis at that point. ![]() In koots2’s ipo curves, he’s got a nice slowdown, because the two ipo curves have the same shape, even though one is upside down. Since I’m assuming no spin on the ball, the red and white ball bounce off the bumpers at the same angle they hit, just on the opposite side (yellow and blue line.) When it contacts the red ball, the red ball moves away on a line connecting the centers of the two balls (the red line.) The white ball moves away on a line perpendicular to the red line (the green line.) ![]() ![]() ![]() The ball starts in the lower left corner. ![]()
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