In today’s bolg, we are going to be advancing to a small animated character, the fox, which is said to be a small animated character, but is actually a ball bouncing, with the difference that we will be adjusting the fox’s tail as it bounces.
So by the same logic, since the fox body is still a ball and the model is pre-bound to bounce deformation, which is what I was trying to say in last week’s ball, we do not need to make bindings here and just focus on the character dynamics.

I looked for references to the storybroad of fox bouncing and drafts of trajectories, and found that to adjust the fox’s tail properly you need to get the tailbone swaying in the right position for horizontal jumping.
So when I made the adjustments, apart from the deformation and orientation of the fox’s head, which is also the spherical body, the tail also conformed as much as possible to the laws of motion, so as not to violate Newton’s laws of motion.

Below is the graph eidtor of my tail node.

I know that this line is still not regular enough, and when I finished uploading the video I noticed that the movement of the tail was quite chaotic, and that the rules of the swing were different for each bounce, but of course in real life the fox’s tail will still be a bit different for each horizontal jump, because of the length and distance, but not this huge difference that I saw, but the difference of the regular swing and then some adjustments will make the whole process more natural and more comfortable to look at.

Next I did a couple of jumping piles in succession, at different heights as well as at different distances, bouncing the fox completely and adjusting the X-axis nodes in the graph editor as we did in the first week to break the nodes and make the arcs more natural.

This is my fox bouncing animation below.
Final thoughts: The right rate of bounce and tail swing with the right posture and speed is the key to a good animation. Therefore I find that I still need more practice in rhythm and node control.