My next step was to create a bouncing ball in Maya by using one of my reference videos - I chose my rubber ball bounce as it gave me lots to work with (compared to the fruit and vegetables)! However, I found it very difficult to assess timing and spacing through watching the video alone - counting out loud was not accurate enough for what I wanted. So I took a different stance by using the sound of the video clip. I loaded it up in Adobe Audition, and the wave form showed precisely and clearly the timing of the ball bouncing on the ground.
I wanted to use this as my reference, so I amplified the wave form so that the loudest point would be even more visible next to the timeline. The tricky part was translating the timings into keyframes on maya.
My method was this:
For each second, I have 24 frames (I realise now that I should've have been working in 25fps)! So if the ball lands at 4.625 seconds, that means that it occurs at 96 frames (4 seconds worth) plus 0.625ths of a second (0.625 x 24 frames = 15 frames) meaning that the bounce would lie at 111 frames into the animation. I did this for every bounce until the bounces became extremely close together.
After this I went back and placed a keyframe halfway between the original keyframes for the high point of the bounce. I did some adjusting by using the Dope Sheet editor.
My technique for judging the distance between the high points of the bounces was less technical. Again, just watching my reference video wasn't accurate enough, but I needed a basic reference to make sure my bouncing ball was as similar to the video as possible.
My solution was opening up the image I'd made earlier of the bouncing ball path and adjusting it so the ball in the image and the ball in Maya were the same size. In side view, I aligned the line where the ball hits the ground with the x axis and used it to judge how high the ball would bounce. What would have made it easier was if I simply used an image plane, which I did not realise at the time!
I then spent a lot of time on the graph editor, adjusting and refining my curves and adding a 'Slow in' in the beginning, as opposed to an anticipation.
When I finished the animation, I added the audio of the reference video to the playblast using Adobe Premiere Pro to see if the two matched up without need for any adjustments...
Success! I'm pleased with the finished result in terms of weight, and therefore timing and spacing. However, when I get more time I want to add some rotation to the ball and get it to change direction more - in the reference video it doesn't bounce in a perfect straight line!
I then wanted to try animating a ball of a different weight - I looked through my reference videos and decided to try animating the clip of the tomato. Being relatively heavy, it only bounced twice so I hoped it would be a stark contrast to the rubber ball.
Using Photoshop, I tried making another image showing the motion path of the tomato. Unfortunately, it didn't prove to be very useful as a reference!
Modelling my tomato-shaped ball...!
The timing and spacing was very different to that of the lighter, rubber ball, and because of this the movement of the tomato was certainly sharper and more sudden. I do feel this animation seems slightly less realistic to my previous one:
1. At the end, the tomato wobbles too slowly.
2. Where the tomato bounces to the side, it seems weightless.
I had more problem with the second issue; although I like the arc, the tomato seems to bounce too high and too far to the left (despite it being accurate). I tried to amend this by speeding up the timing slightly, although this made it look like it was glitching. Finally, I edited the keyframes of the x axis in the graph editor which ended up making it much more realistic.
This week I also learned how to do the principle 'Squash & Stretch' the correct way in Maya (ie. not changing the scale)!
I did this by using a 'Squash handle' found in the 'Create deformers' menu bar, wherein you would adjust the factor in order to make the sphere squash sideways or lengthways. There was quite a lot of flexibility to it as you could adjust the height of the handles depending on how much squash or stretch you wanted.
I really enjoyed using this method as it gave quite a bit of appeal to just a simple ball - I thought I'd emphasise this by making the ball bounce higher at the end (as opposed to lower) to make it seem like it had a life of its own.