This week in our dynamics sessions, we focused on the squash and stretch principles, as well as spacing and timing.
Iconic to animation, for the same reason we used it during this week's sessions, the bouncy ball was how we experimented with these principles.
For my first bouncy ball experiment, I tried making the ball look more realistic, hard and less exaggerated. Whilst perhaps more realistic than later attempts, I feel it lacking any squash and stretch detracts from this. I'm fairly pleased with how I timed the bounces, but I feel I could have included less bounces, as the numerous bounces imply it has a more elastic nature, yet the ball does not squash or stretch. I could also have spaced the different landing points more accurately. as the way it enters and trails off isn't entirely accurate to how a ball of similar material would do so in real life, and makes it looks perhaps slightly alive?
My next attempt had the ball perhaps overly exaggerated, the opposite of my previous attempt. The way the ball squashes and stretches creates the effect that it is in fact jumping, rather than reacting to the forces created by dropping and bouncing. The lack of height lost after each bounce also adds to this effect.
Our next task had us give the ball a secondary action. I gave mine legs, which would change position with each bounce. For the most part, I'd say this went smoothly, and I am happy with the way in which the legs react to bouncing. At each impact, I drew the legs catching up with the rest of the ball, and the leading the next bounce, as if they were more elastic perhaps than the ball, however this isn't visible in the animation, as the impact and take off of the ball with each bounce happens too quick, and I gave each of these motions too few frames to be noticeable.
This as a quick test shot to check the motion of the ball.