How do I make a rubber ball "squash" when it lands

Animation tools, character animation, non linear animation

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gerardv
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Joined: Sat Nov 26, 2005 6:48 am
Location: New Zealand

How do I make a rubber ball "squash" when it lands

Post by gerardv »

Firstly - if I am posting in the wrong area please tell me (I didn't see a place for utter newbies to ask dumb questions, but if there is such a place it'll be my home).

I am wanting to animate a bouncing rubber ball. The parabolic motion seems easy enough to do, but I am struggling to figure out what kind of technique I can use to have the ball deform (squash / flatten) as it lands before it bouces up again.

Could some one please direct me to the appropriate technique so I can read that part of the manual? Since there will be many bouces I need to be able to repeat the bounce easily.

Cheers.

GV

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip »

Hi,

www.elysiun.com is the forum for users, these forums are mostly for developers.

Try this quickstart guide which should tell you most of what you need to start with Blender.

http://www.artofinterpretation.com/blen ... jt2005.pdf

and the user manual at

mediawiki.blender.org

LetterRip

osxrules
Posts: 0
Joined: Wed Jun 02, 2004 6:34 pm

Post by osxrules »

Sounds to me like you are following a Maya tutorial.

You can use lattice deformers for squashing a ball. Just make a ball, make a lattice and put the ball inside the lattice and make the lattice the ball's parent.

To get vertical squash, keyframe moving the top verts of the lattice down. Then for squah in and out, key frame the top vertices movement forwards and back in the direction of motion.

To repeat this cyclically, you can make an action. Read up on the NLA (non-linear animation) section of the manual.

Toon_Scheur
Posts: 0
Joined: Sat Nov 06, 2004 6:20 pm

Post by Toon_Scheur »

Use the new shape keys. It is easier that way.
For physical correct stuff you could use the Softbody option and the floor as the deflector.
Of course there is 1000 ways to skin a cat, but this is IMO the easiest way.

Ombr
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Joined: Fri Dec 22, 2006 2:21 am

Post by Ombr »

How to preserve the volume of the object which is deformed? The volume must remain constant.
When scaling up in Z, the object should be scaled down in X and Y to keep the volume the same and vice versa.
How to be sure that the volume remains intact by deforming a lattice and his child object.

For example, in XSI there is an option for that ("vol" button) and in 3dsmax, the sketch modifier allows to keep the volume intact.
Is there a simple and sure way to keep the volume of a deformed object in blender ? with the lattices ?

http://www.evl.uic.edu/ralph/508S99/squash.html

(Once again, please excuse me for my English :oops:)

Caronte
Posts: 76
Joined: Wed Oct 16, 2002 12:53 am
Location: Valencia-Spain-Europe

Post by Caronte »

Ombr wrote:How to preserve the volume of the object which is deformed?
You can use a "Stretch To" Constraint to maintain the volume.
Caronte.
"Some Day, All Will Be Digital"
http://www.nicodigital.com

Ombr
Posts: 0
Joined: Fri Dec 22, 2006 2:21 am

Post by Ombr »

Do you know where i can find some documentation on this "Stretch to" technique and how to use this feature on an object without bone ?

For example, how can be done this type of simple animation : http://www.evermotion.org/excluziv/actp ... mstrip.jpg

I know there is a forum for the users but i ask the question here because it may be interessant to know the point of view of developers on a feature so important for the animation, even a simple animation like a bouncing ball.
The technique to arrive at this result in blender doesn't seem simple. What do you think of an option for the lattice modifier to keep the volume intact when scaling object in one axis to produce the squash & stretch effect. I'm not a programmer, simple suggestion. I don't even know if it's possible... :/

Caronte
Posts: 76
Joined: Wed Oct 16, 2002 12:53 am
Location: Valencia-Spain-Europe

Post by Caronte »

Ombr wrote:Do you know where i can find some documentation on this "Stretch to" technique and how to use this feature on an object without bone ?

For example, how can be done this type of simple animation : http://www.evermotion.org/excluziv/actp ... mstrip.jpg

I know there is a forum for the users but i ask the question here because it may be interessant to know the point of view of developers on a feature so important for the animation, even a simple animation like a bouncing ball.
The technique to arrive at this result in blender doesn't seem simple. What do you think of an option for the lattice modifier to keep the volume intact when scaling object in one axis to produce the squash & stretch effect. I'm not a programmer, simple suggestion. I don't even know if it's possible... :/
You don't need a bone to use an "Strectch To" constraint, apply the constraint to the object (or Lattice) and fill the OB field with the name of any object (i.e an Empty).

If you want to stretch against ground, apply also a "Ground" constraint to the Empty.

Anyway, follow the sugestion of Letterrip and ask your questions on the elysiun forums ;)
Caronte.
"Some Day, All Will Be Digital"
http://www.nicodigital.com

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