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- The Inertial Bounce expression is a bit more complex than Wiggle, but when used properly, it can be really helpful in simulating physics for a bounce animation. For example, if you wanted to have a ball fall from the top of the screen, hit the bottom, and bounce with decaying force until it stopped, you could do this is individual keyframes and the graph editor. But it would take a long time to get right. Instead, you can paste in the Inertial Bounce expression on your position property, and adjust the parameters to your liking. In the expression below, there are three values you’ll want to adjust for your needs. We’ve filled them in with numbers to start, but you can change them as needed. These are the values related to “amp”, “freq”, and “decay”. Here the “amp” value represents how high the initial bounce will be when it starts. The “freq” value defines how fast the layer will bounce. And the “decay” tells the expression how much decay to add between bounces. In other words, the higher the decay, the less the layer will move on each successive bounce before settling.
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