WEBVTT

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Let's continue with the bouncing ball and make it look even better, so currently we have something

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that is kind of hard to see if we play it back in the timeline here.

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So, I mean, it all be and we can see it kind of is hard to see exactly what's happening.

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Let me show you how we can actually export a movie so we can see our animation a little more accurately.

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Let's right click on the timeline here.

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And at the bottom, there's the option for play blast.

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And you can also get to it from the animation shelf here.

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There's this little button that says play blast.

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So if we click that, it will play blasted out into a movie file.

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If you want to see the options from play blasting, you can right.

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Click on the time line and go down to the little box in the bottom right here.

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Going to bring this up for two seconds.

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And if you right click here, you can go down to play blast and then click on this little box here and

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you can get all the options for how you want to play, blast it out and where to save it and all that

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kind of good stuff.

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So basically, what you want to do is just choose this AB foundation means quick time and the type of

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encoding and whether you want to do from window or from the render settings.

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And I like to do from Windows because it gives you exactly what you're seeing in the viewport and you

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can say make sure that save to file is turned on so you actually save it.

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And now we have our movie that we can watch.

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So it's much better to do this to evaluate the animation than to playing it back in the viewport all

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the time because it can kind of stutter and you can drop frames and not get an accurate representation.

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But in a quick time movie now we can actually see what's kind of happening.

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So let's evaluate what's happening.

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What kind of ball is this is what we need to start asking ourselves.

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How bouncy of a ball is it?

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If we look at the height at which it's leaving here and it bounces back up only this high, it's not

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a very bouncy ball and a more bouncy ball.

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Of course, we would have a higher bounce up here.

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So let's adjust that so that it gives us more room to add more bounces because each successive bounce

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is going to be at a lower height.

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So it's going to have this kind of descending height in the top of each bounce.

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OK, so let's recreate that in Miami.

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Someone hit spacebar and go into my graph editor, which if I, I just opened up my eye so it doesn't

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remember that panel setting.

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So I'm just going to get those panels back by going to layouts, two panes stacked and then going to

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panels and panel and opening up the graph editor.

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And now I have that selected.

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And so now I can see and isolate the trancelike Y and pretty easily we can just I'm going to hold down

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K and click in the graph header.

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That's another little shortcut.

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If I click in the graph header, it's not going to move the timeline here.

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But actually anywhere that you click the press k and hold it on your keyboard, you can actually scrub

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from the viewport, you can scrub from the graph better, you can scrub anywhere if you hold down K

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so it's kind of and click and drag.

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So it's kind of a nice little shortcut, especially in the graph editor when you kind of want to stay

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in this view to use K so we can get to that key frame and just drag it up a little bit and we can zoom

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out here so we can see relative to the height of the top, which we can also really do from here, because

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this kind of represents height here, right?

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This is the Y axis is the values of how high it is.

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So the other thing we need to do is just adjust these tangent handles to to kind of better represent

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to that kind of arc that we're going to want.

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And the other type of tangent that we might want to do is to, let's say, extend this up.

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We want it to have more time at the top of the arc so we could do the same thing that we were doing

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over here before, where we could drag up the keys on either side of the main key here to try to keep

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it up longer.

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And but that's that's adding a lot of animation.

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And so let's use these tools to our advantage in the graph editor.

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So I want to be able to extend these handles out.

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I'm holding down shift of middle mouse dragging and nothing's happening.

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So I can click these tangents here and go to Curve's.

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Weighted tangents.

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So when I click that now you can see the tangents themselves actually kind of change how they look.

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We have these little open squares here and if I shift middle mouse drag with them selected, I can actually

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change the type of curve that's happening with these tangent handles.

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So it's very useful.

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So if we just shift middle mouse, drag this out just a little bit, we can actually get more hang time

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at the top of this arc.

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So it's pretty cool.

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So let's make a quick play, a blast of this and we're going to hit spacebar here.

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And now we can see there's a lot more bounce to this and it stays in the air longer.

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But the other thing is it's kind of the rate at which it's going back up on the bounce is almost faster

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than the rate it's falling here.

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So let's take a look at that.

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So if we click on this and we go to this little button here, we can ghost the object.

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So when we scrub through, we can actually see the spacing here.

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So this is called spacing and animation, and it's a very, very important concept.

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So we can see what's happening on either side of these frames.

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It's a very slow start.

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And then almost like a Venn diagram, you can see where these each frame is overlapping each other.

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And then the further along in the animation we get, we can see that the spacing is getting further

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apart.

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So that means the ball is speeding up.

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So this is another way to visually represent what's actually happening in our animation so we can see

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and compare the spacing between each of the bounces.

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So it's actually doing pretty well, actually.

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So, you know, what we wouldn't want is for the spacing on the bounce to be further apart than the

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way coming in, because that wouldn't make any sense physically in physics, this should be losing energy

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and not gaining it.

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So we are in fact doing that properly.

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And ghosting is kind of a nice way to do it, especially if you have geometry like this, you can get

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a little bit bogged down.

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But for the most part, it's really nice.

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So let's add a couple more bounces here.

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I'm going to extend the timeline out and I'm going to turn off ghosting for now, clicking this little

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button up here, no ghosting.

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And let's go back into the graph, Ed.

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So I'm going to go for five frames.

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One, two, three, four, five.

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The drag this up just a little bit.

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I'm going to go for five frames, one, two, three, four, five.

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And I'm going to copy paste this value down here by hitting Command and Command V after selecting that

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key frame.

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You can also see that we get these values in the graph editor.

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We can see the frame number that it occurs on and the value so we can also manipulate whatever we have

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selected by typing in a number here.

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So let's create one more bounce here.

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Let's go one, two, three, four, five.

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And let's drag this up.

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Just a touch and then we'll go, one, two, three, four, five, and then we'll hit Command V.

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So what we have here is we need to create a descending order of bounces so the ball is losing energy

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as it's bouncing and continuing down.

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And the other thing we need to take a look at is, first off, these tangent handles are a little wonky,

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but also the, you know, understanding the fact that as the ball is not going as high, we're giving

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it the same amount of time, which is incorrect.

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Right.

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We want to keep this type of a slope at this angle of a slope through each of the bounces.

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But as we get lower and lower, that angle is getting much more shallow.

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So we need to reduce the amount of frames that we're giving this to occur so that this slope maintains

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is the same way.

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So let's take a look at this.

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Let's take two frames off of both sides here and one, two.

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So now we can already see this angle right here is already starting to be way more accurate to what

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we're seeing over here in the first bounce.

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So let's get that kind of set up the way we want it.

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And we also need to reduce this one by frame on either side.

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Remember, we did two here on either side of the top, so let's do one on either side of here.

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So instead of five on each side, we're going to do four on each side.

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And then this last one is three on each side.

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So I'm just going to maybe bring that down and then increase the hang time at the top by dragging those

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out.

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These look OK and that one looks OK.

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Maybe drag this one out.

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Just a touch and let's make one more.

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And instead of three, remember, this one is three on each side we can see one, two, three to the

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middle.

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So instead of three, let's go one, two and drag this up.

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Let's go to forward and at Command V, we can actually reset these by going to the auto tangent button

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over here and then just kind of getting back into the tangent here to make them be what we want them

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to be.

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Cool, so you might have noticed that the ball is bouncing in the same place.

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So if we take a look at this and we scrub the timeline, we can see it just kind of goes there and bounces.

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Well, we can see that it's not going forward here when we scrub the timeline.

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So that's because it's not going for it and translate.

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And we can see it, Zebb, because it's the color blue and we can look over here and see translate translates

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is blue.

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And if we go into the graph editor for that attribute, we can see that it does just stop here.

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Let's go back to that keyframe and we can actually, without adding more keyframes, we can extend this

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animation out.

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So if we go to view infinity, we can see these dotted lines, which means infinity.

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And if we want to continue this animation, we need to change this tangent handle because this tangent

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handle is flat over here.

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So let's choose another different type of tangent here.

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Let's choose the spline tangent.

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So I'll straighten this out.

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But still, the dotted line is flat.

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So we need to do one more thing.

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Let's go to the curves.

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You go to post infinity, meaning post after the keyframe we have and let's go to Linear to continue

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that animation.

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So now when we scrub, we can see this actually continues all along the timeline.

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So let's just extend the timeline out a little bit and then we can hit a key frame over here on Translate

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Z.

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And now we can kind of save that animation that helped us project that kind of angle that we had going

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forward.

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I just want to extend this out so it kind of maintains this angle here.

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And I'll maybe even adjust this middle one just a touch so that it's a little more straight all the

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way through, and then it'll slow down and stop towards the end of the ground that we have.

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So now we've already done the translate.

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Why?

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So let's just play blast this real quick and see what we have.

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So now we have a pretty legitimate animation of a bouncing ball.

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Now it seems like it has weight and that it's bouncing properly.

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And in the next lesson, we're going to discuss very quickly the idea of squash and stretch.

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Thanks for watching.
