thanks Ali Alhsan for the chart, very much helpful
i am attaching image of bouncing ball and want to show some parts which i think can explain few animation principles
1- Stretch and Squash : not applied on previous animation but what i understand is we can stretch ball when it has maximum energy to reach to extreme position like just after hitting on ground and rising up, the first frame after hitting the ground will have maximum energy so we can apply max stretch here and on the frame just before hitting the ground. max Squash can be applied on ball drawing when it hits the ground and a result sudden stop will suck its energy.
2- Arc motion: is natural motion , ball is also bouncing by making arcs no going up and down in a stright line ),
3- Pose to Pose and Straight ahead : I did all this animation frame by frame so it is straight ahead, if i make its extreme up and down frames and add inbetweens to make it move in arc or just extreme keys it will be pose to mose animation.
4- Timing : no of frames it takes between two bounces is timing, it differs on each bounce because of decreasing energy resulting lower height in each bounce. on a single arc timing on going upward and coming downward is almost same i guess (it felt neglactable difference to me)
5- Slow in and Slow out : just after a bounce ball get maximum energy to each toward heighest point, this speed results in fastest motion of ball and it will slows down gradually while reaching to heighest point, so it is fast to slowing down motion so we can call it slow in (fast to slow) . while coming down this procedure gets inverse, now the energy source is gravity, ball starts moving down from 0 energy and gradually gains energy due to gravitational force so motion is slow to fast, so it is slow out. I remember this using my own logic when motion is entering in slow state it is slow in (in the slow state) and when motion is going out from slow state it is slow out (going out of slow state in to fast state)
6- Exaggeration : we can apply exaggeration on these 2 stretch and squash points. we can exaggerate these two states
I have a little understanding about rest rules of animations too but i am not clear myself how to apply these rules in thie ball so its better to ask Mr. Ali Ahsan instead of confusing many others with my confused observation
