So, if you want to really animate a bouncing ball, you need to capture that. There are some significant differences between them- the projectile ball stops really quickly, while the ping-pong ball goes on forever- but they all have one thing in common: the bounce height decreases rapidly as the bouncing goes on. These are what I happened to have lying around: a black rubber "happy" ball from a lab set, a hard plastic projectile from a PASCO launcher, a ping-pong ball, and a racquetball. This is footage of four different types of balls bouncing on a lab cart in our stockroom, shot in gratuitous slow motion (240 fps) because I'm still playing around with my new camera. (As you can see from the watermark, I'm trying out a new video editor.) But, of course, my immediate reaction was, "That's not how a bouncing ball looks." This is how a bouncing ball looks: This was mostly making a point about the distinction between real simulation and animation, along the lines of yesterday's post on social construction of videogame reality. Last week, Rhett did a post on animating a bouncing ball in VPython.
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