 All righty, we have some basics here. Let's go and check this out That starts off pretty Okay, and they got some weird hiccups and fast motions towards the end there Whoop right there. I think starts around there Let me just look at the other ones. You have multiples here That one is a bit wonky as well There's something where it almost feels like it's going there and bit back and then forward and It's just the illusion of here You can see this here as you go forward and then it goes kind of straight up then over it has a bit of a pause And it has a bit of a move like that. So there's another one And that is That feels a lot better That's the heavy one So I want to critique this one And we ignore the rotations We're running a bit out of time. You're at frame 39 here if I bring this up and see how it stops and I think I think this could work Ideally I would have something where it comes down and goes maybe half that height then the next one is like barely off the ground and then boom and then Rolls it's also a bit of a longer roll with a slight roll back. The roll back is a bit of a Bit of an animation cheat. Does it really have to roll back, but it has kind of a nice finish So critique wise That's what I would do. It still has a nice heavy feel. I mean, you know, it Who's to say bowling balls from that height are going to certainly bounce it just definitely exaggerate in terms of Bounce and then one and then roll But it does feel heavy has a bit of a a bit of a stylized jump in terms of the hang time And the pull down like that pull down is less physics driven. It feels a bit more like A stylized pull down especially on this one But I think this one is the most successful one So if I close this and go back to this one This is the one that has funkiness towards the end here. So you can And track even through here. You can see smaller spacing And then suddenly starts to accelerate right through this bit But then kind of not anymore through here If we go let's go Super crazy here if I'm going to try to track Very sloppily here the middle That's Not the most accurate one but Just to see What happens? You can see here the somewhat even spacing through this But then you can see the smallest spacing through here and then the sudden acceleration Starts to back in terms of The arc, but I think the arc is not really your problem there I think this is all pretty nice. I mean again, we can go I like this here that you're on the on the bounce up This is lower than this a you avoid the same height You vote you avoid strobing because of that, but also shows the loss of energy So that will be a lower bounce. I think that's all great And you gave me the myosthenes. I'm going to open the myosthenes and see what we can do In there so this is going to be a longer. Whoa critique. This is me being Not so accurate, but See, I don't think this is there's a problem there. I think the problem starts It's a little bit of a direction here where it goes a bit like that just a tiny bit And then once you get to this place in real time There's some translate things I have a feeling that if you do something like this where it goes this way in your graph editor That translate it's going to be Flat key maybe a key here depending if you have wave tendons or not and you can really flatten that ending My guess is in your case You have multiple keys where you have a little bit of I'm exaggerating a little bit of something going on where there's sudden speed acceleration And it's just towards the end It's all good all good right right there. That's where it starts to me Even the roll could be just a bit more A bit longer and then more of a roll back Comes kind of to a not poppy stop but not like a harsh, but I could See something a bit softer there. So the main thing is going to be in I'm assuming in the graph editor It's going to be something messy Towards the end here And if we look at this guy This guy is a bit wonkier. So I'm going to try again in a very rough way here to Put these guys in here activate my onion skinning more or less accurate, but it gives me hopefully a Rough idea of what's going on. I can already see it here That was a bit off. I mean again, but you can hopefully see That's too low As in me my dog was too low and you can really see it here. I'm going to do one more This one I'm going to open them all in Maya But that's something for you to do as you do anything right anything with Obviously timing and spacing Kind of look you got what is going on. Oh, that was really off mine was really off I'm almost rushing through this, but if I go back You can kind of see again, this is not extremely accurate But I can imagine the graph editor your Graph editor shenanigans here, but you can see here even if it's not super accurate. You can kind of see Where the arcs are somewhat wonky like sun spacing really tight spacing And then it'll drop through here And then over but the things with those bats and balls It can be really really simplified where again with something like this You basically have graph editor with the ty So you're up and down y translation is that curve is literally going to replicate the look of your bouncing ball and then the translator is a little it's just going to be this Two keys maybe three again depending on what you do with the with the tangents and then that's there now for the up and down Uh, you might have you know broken tangents here You might have a key and a key here to kind of give it longer hang time Tangents here. So they're they're you know, your Bounces are like that with tangents like this. You don't want tangents where You have a slight easing out where the tangents are lower like that I don't really see that problem. It feels every now and then even in timing But not like you're easing into a drop. There's still a sense of Acceleration, I think the biggest culprit is going to be the forward translate With some messiness in the ty, but I think That's going to be that and you can see this here right at the end There's an acceleration if you look at the energy Right there it starts to accelerate so your acceleration curve is going to be like this and a sudden dip like that So you sent me the scene. So let me this open in Maya All right, so I just opened the scene and actually bring this in so you can see all The frames here starting at frame two And that is that so what I usually do is I'm not sure what you have here. Okay, so this stuff in orthographic side fantastic Not that you need outline. I'm going to do some stuff here I'm just so used to my my work setup Looking around this was not perspective. There you go. What do you have here? All right, you got a plane And then the ball I want to see this here. So it looks like everything is on that controller Just double checking. I don't see anything else. All right, so it's on here. So this is what we have Translates are on z. Okay. Okay So you have the ball moving forward and I'm going to actually you have Feels like everything I'm going to go back to frame one here And open up the timeline Just bring this up here. It seems like we can start frame one That the translate is on z and you can see here That it kind of stops and you have Yes, weighted tangent on everything I don't really work with weighted tangents. So I Not that I would recommend something else. I know a bunch of people who do work with this What I'm seeing here is that in terms of a translate you have linear keys And lots of you know changes in your speed I think for that unless it's something dramatic where the ball bounces and this the surface here That is a reference here. So the surface would be you imagine you have something I'm going to draw on this Where this is grass, right or some swamp or muddy sticky something And that ball is going to go forward every time it lands here It will lose that forward momentum because that stickiness is going to be instead of the ball going like that It's going to be irises. It's going to be It's going to that forward momentum is really going to stop every time it lands on this surface Which this is not like we're going for classic bouncing ball Nothing crazy. So what I would recommend is just get your controller here and then your z Delete all of this you can flatten that And it's going to be let's just go from the get go again I don't really work with weighted tangents, but You can flatten this to some degree Like that and you will see the ball goes forward Because we're going to go not like slow into something you could if you maybe Draw again here. Maybe if there's a surface and it starts to Roll doing and that on doing that drop it will have a forward speed up A little bit. Maybe I would just keep this More like that and you can see it when the ball bounces That's that now again, you could going in z here when it stops here I want to extend this timeline a little bit more go forward. It could Roll and back. So I usually make sounds when I animate even on bouncing balls You can go Maybe to here and maybe to here meaning It's going to go forward roll continue here Again, I don't work with weighted tangents because of stuff like this here. It gets it. This makes it very very messy Not my favorite. So you're going to have to oh, I have to Change was it so Like that. So basically what you want to do is it rolls Overshoot it comes back a bit So I'm going to just want to slow that roll down and bring that curve a bit over here. So you can see that curve It's going to over roll Into that if you look at this here It's not enough so I can go Clearly further back maybe to here I'm going to have a little bit of that So you go over and then back so you can see Roll back. I think we can even Wait a bit longer for that roll Not go as far back This is really subtle and super picky and you can scrub through you can see the difference Now it doesn't you don't have really a rotate What's it called Key here to show the roll But that's something like for the next pass if you wanted to you can Start here and ball starts rolling till the end But then it's going to be a tricky thing where you really want to make sure that it doesn't Slide So we're starting here And then you have You imagine it just rolls rolls as you can see this already How It will have to have a bit of a slowdown So it will roll roll But this already you can see the amount of translate forward that roll is way too much So you can start adjusting this it feels a bit more Accurate, but the thing here is that if you roll overall and come back a bit that's the You know when you do this here and it will roll Back a tiny bit I'm exaggerating here, but you will see this here It over rolls and then slides back here. You can see that my translate is not big enough So that trend that rotation here is way too big. So what I want to do is I'm going to reduce this by a lot and then that translate just go too far But just so you can see what happens you can see here That feels a bit better where the rotate really comes from here. It doesn't feel like it's a spinning wheel But generally that's kind of what I would do my rotation comes a bit too soon here You can see ball stops, but the ball is already rotating, but generally That's kind of that now the main thing in my critique was the height So if we change this and you can see here how many keys you have This feels a bit overkill and you can see a little bit of the changes there, but it's not too bad I would just probably go If you go here, it might only go, you know, half the height. So if you're here And again, this is that curve replication is pretty accurate here. So I'm going to have that height here And again, not my favorite in terms of weighted tangents. I prefer to have regular tangents just Set a few more keys there So I'm going to be actually fairly clumsy in my in my Tangent manipulation, but one thing I would do is here I will break the tangents So that this is happening You're going to accelerate and not ease in so it's going to be like that And then you have to kind of play around With your weighted tangent there to get a bit of a nicer curve with some hang time Bring this guy depends how much hang time you want so I'm going to actually Delete the bunch. This will be your second one, which let's keep this small and then it would just be flat So again for these guys, I would break those tangents You're going to bring this in You can see here You want This to be really linear And this will have a little bit of a Move up. Did I break this? Okay And this will just come down a bit and it's going to be very minimal So I'm going to bring these in whoa Then you start having different sizes again This is clumsy because I really never work with weighted tangents like that I'm just not a fan I'm going to break this guy as well So we just manipulate that one side. Oops, that's the wrong one break It's too finicky For me, you can see this is not this is not good, but let me just see here All right, so obviously the roll is going to be different, but this Has to be a more exaggerated heaviness to it. I'm actually going to just because it's distracting Shading I'm going to do default shading And I'm actually going to take the rotations out. So if you just look at the ball All right, you can see it goes up and it feels too fast up and that Because I have these over one frame So you can either reduce the up and down Ooh, I see what I'm doing here. This is what's funky too, huh? Even though it seems correct height wise and then it goes down So I'm going to Interesting are we that minimal in the heights? Let me go lean forward my head Yeah, a little bit of an intersection Then it seems better. Let's make this accurate, but I'm going to give this one more frame And give this one more frame That already feels better and it's tiny, but It just has a little bit of And even then it feels almost too high I'm going to go a bit lower Even this there I say A bit lower flat and this is so messy and that has a bit of a long Holds there It's this guy Just reducing this and just expanding it a little bit here So it's a bit of a softer up and down. You can see that so it's not so over one frame pop Yeah, I mean the rollback is the rollback is too much, but that's kind of to me a bit heavier And again, you can go even less with this to really just have Barely a bounce there Reduce this obviously reduce this one It's barely up in the air And then it almost feels like if we're that small you can potentially Look at reducing The distance here So if as you play around with this you can see kind of if I go just really barely up over one frame Now, I don't know how this is going to record to be honest, um You know playing in real time and recording and then Processing the whole this so I'm seeing this right now, but when you see the recording I'm going to save these so you can see that in Maya But for anybody watching this, you know, however accurate that stroking is going to be But there's a difference to me with something that big versus something where Again, we're going Much higher And even if I give this a bit of that I mean again, I would bring this a little lower. It's going to be messy here, but Like that has a different feel like all of these still feel heavy But I will go more in that direction than what you have before Now switching to the other one here You can see this here. I just opened the scene. I'm just going to zoom out a bit I can't cannot All right, I unlocked the camera so I can Do this around a bit I undid this so you take all of this And you unlock And now I can kind of refocus some of that stuff Right you can see this here So we can have a nicer view of this whole thing To the end here So if I do the same thing as before Again, not that I need that I'm just always so used to this And you would think it saved the panel even though I have it on it does not always do this I'm going to go orthographic Side And you can see here that is the layout you have motion trail as well Just think that it's kind of missing there So let's check. Yep. Keys are on there Translate there you go. This is what I was Envisioning all that that is too much Same thing here. You will I mean, let's go back here and just look at the animation And let's go and back to default And you can see all those pickups and the craziness here. Hold on All right, so I created quickly a new camera because I couldn't zoom in and out for some reason Not sure what your scene setup is here, but again, we see all this I'm going to go in there and the leads Not all But everything in the middle You take this and it's going to do again Accelerate and towards the end have a much longer Slowdown so as you go forward now That's already much much better and you can see here that your actual bounces are pretty good All that craziness was mostly in a forward translate because if I look at this here That's pretty clean. There's some weird stuff here. You probably just take this out Whoa, what happened here? craziness again, I'm not used to this and I'm not a fan But you can see here you can probably reduce the the height a bit more towards the end Give this a bit of a Overall Might as well go like this here Let's reduce I know it's going to mess up. You get see we'll see some bumpiness there, but I feel like towards the end It gets a bit much And this will be really messy Because what is going on at the end here? Well, let me just quickly look at this All right messy, but it already feels better in terms of The amount like the height like as you go forward everything slows down the energy slows down everything is just losing energy And those bounces just feel a bit better like that This is not, you know, super polished what I'm doing here, but there's still A little bit of a right move there. That's my messiness in the scale And again here for that. It's what I said before I want to extend that timeline a little bit here You can go forward rolls will be This roll just a bit longer. Maybe till here ish a couple frames longer So that's when I will go. All right. Well, let's go just a bit longer in your roll and then Back at whatever timing have here. So you can say let's go A bit back here. And if I want to do this, whoa, that's a crazy Crazy curve and you have to do almost something like that And then reduce this guy just a bit. I know it's going to be all messy, but Just to illustrate that point. Let's see goes forward rolls and back. Whoa. All right much too far Okay, I see I see Oh, what if you go Only like this It's a bit much still Different than what we had in the previous shot And of course as you do this, you're gonna have to approach That stop a bit differently Bit more like that so that the speed is not crazy. So the distance feels already better. Let's go again And you go that and roll stop. There you go. That feels much better Roll stop Just enough So I hope that makes sense. But as you could see again, this is all pretty good Again, I will kind of void all these gets a bit of a messiness But generally it's not too bad. The main thing to look at was this curve So I want to save this here a pause recording and save the scene as well All right, we're back with the last scene So this is the You can see here the craziness towards the end. So again, this is what we have I think it works pretty well the first half visually here till around here ish And then it has those sudden accelerations. So again, I'm assuming In the graph header that it has like all those little keys that do all kinds of crazy stuff there So, let's see select this Easy There you go actually more than I thought so you see it's fairly even that's why this looks fairly okay Through this and then you can see here to stop and go stop and go. So once again This this gets obviously We're done then like all the stuff that I'm explaining. Hopefully it makes sense We're gonna have to go over slowdown Starts now if we do this Check it out again It was better with a crazy acceleration through there All right, maybe I was too crazy with this. I like the slowdown though All right This will be also your height. You can see how long we stay at that height So you might want to change that where it's Again, you got to break these So there's no ease in more like that. This gets a bit messy all through here, huh? I'll personally take this out and just go with Less curves get a bit of hang time in there But not too crazy Telling you I would never work with with tangents Just gets so messy shows you exactly how inexperienced I am Is that but that will have a more Yeah, it's that you already feel that drop that arc is going to feel a lot better and you can see Changing textures here All that feels a bit better So to me generally I would reduce this to just a couple keys And not all of that because again like stuff like that you can see the messiness there I mean you might as well take these out Break the tangents there I mean some people sometimes when they do this you can grab these and scale them Whoa scale them in What am I doing? I can't Usually you can take these and scale them in Like that. I thought you can hooky. Oh with my funkiness. You can do that Sometimes people do it like this. I just like to do it manually and look at like this These bumps here again, that's the the funky part If you kind of look out you can see how long you go up here and it's shorter here It's almost like you can take Take of that here And reduce the time a bit It's not too back. It's a bit long through there again, I'll probably Take these out and just reduce all of that a bit more to be honest Again, this just goes back to just not quite how I work So generally you would grab I will grab all these and do a horrible job This guy And then you can see how far We're going here with that These guys here Probably not have this See I would simplify personally all of this take all that out and just go with your Broken weighted tangent is more like that to give you a little bit of acceleration Like that you got a longer hang time with these that high It's not too bad Keep this stylized enough But you can see here how this is too long Feels too long here as well But I would take these out go in If it's not weighted tangent, you know, if it's regular keys, I would do what you have here I'm stealing one of those keys here And do something where you have multiple keys to give you that extra hang time But with weighted tangents, I mean that's also why you can use it weighted tangents You can manipulate the curves to make it look more Like that so I give this you mean like a bit more hang time and then the drop It's just again, just not quite how I work What if you watch this again Do It's a bit messy throughout the end, but it's me messing things up as well But that just feels all generally better. You see that little bumper. I stole the key and same thing here I would overshoot and then roll back So if you look at this here And back so we can extend this a little bit take that Overshoot and back because might end maybe around here And this time I'm going to look at in the viewport Yeah, you can see how crazy this is So we go from here So if it stops here, I wanted to go back maybe that far Not more, but then we have to address this massively long Curve through there then you would have to Break it again. I'll probably add just more keys, but something Wonky holy macro What does it look like? roll back And Too much of a sudden stop here My taste that's probably what you're seeing here You can also just flatten this Exaggerate that roll back a bit more just a tad So here it's too much I also need more time And Yeah, like that it comes to a stop too quickly So to me it will be let's give this all more time Over there and give this guy just more time To overall And maybe less there. This is looking Very wonky So maybe a bit less It was better. It's definitely overruling too much for the sake of presentation Just a bit more And Stop feels better And back just give this enough time for the ball to go And back a bit again, we're in the land of slight exaggeration For that exercise, it's fine But that is that but again generally just after deleting the The forward transit which for you is in z It already fixed a bunch of stuff So with bouncing balls For me at least it's less is more where I approach things more like this and not too many keys Just to keep it A bit simpler and easier to edit And now if you go into more character stuff, then you know, you're gonna have frame by frame It's going to be messier depending on your actions, but To me keeping things simple like this will also make it easier to exit to edit make changes You know depending on if you if you show this to someone and they have notes, whatever it is But that is that But it's it's already in good shape again My major thing is you translate to just get away from your all the messy messy keys It has to be just a roll and come to an end And that is that and again you can see this here if we have the curve and the ball In the same frame And stop again, I will still make this probably longer and see She comes to to a slow down sooner And really elongate this long long Slow And back All right That's that I'm going to save this of course as well I'm going to send you all the those files back and that's that for a very long critique But right now you ask me to look at your milestones and that's hopefully that's helpful And email me if you have any questions about that. That's it. Thank you All right, there's an email you can sign up you can start whenever you want You can submit whatever you want you get 16 submissions either way The like and subscribe would be awesome. All right. Thank you