Bouncing Ball Rigging: The Foundation for Animating Anything

Published on March 13, 2026 | Translated from Spanish

Does rigging seem complex and intimidating to you? A new tutorial by animator Vlad demystifies the process from scratch, using an apparently simple example: a bouncing ball. This lesson demonstrates that the fundamental principles for building a solid animation system are the same, whether for a basic object or a complex character. You'll learn to create bones, controllers, and apply constraints, laying the essential technical foundations that every animator must master to bring their creations to life efficiently and professionally.

A rig of a ball with bones and controllers in Blender, showing its simple structure over a plane.

Technical structure: bones, controllers, and constraints 🤖

The process begins with the creation of a simple bone that will be the main control for the ball. The key is to separate the animation logic: a parent controller handles global translation (the jump), while a child bone controls local scale (the squashing on impact). A Copy Transforms constraint is used to link the mesh to the bone system without direct deformations. For the bounce, keyframe interpolation is animated, using acceleration and deceleration curves (easing). This workflow, although applied to a sphere, is identical to that of a facial or limb rig, where bones and controls handle specific transformations.

From the ball to the character: universal principles 🚀

The true lesson goes beyond the object. This exercise teaches the philosophy of well-structured rigging: clear hierarchies, dedicated controllers, and the use of constraints to automate behaviors. By mastering these concepts with a manageable example, you lose the fear of tackling more elaborate rigs. We invite you to follow the tutorial, share your results in the forum, and apply this same methodology to an arm, a spine, or an expression system. The foundation, now, you have it.

How can the rigging of a simple bouncing ball teach you the fundamental principles to animate any complex character? 🎬

(P.S.: Animating characters is easy: you just have to move 10,000 controls to make them blink.)