How to Make a Bounce Animation in Blender | a Step-by-Step Guide

by ChatJPT in Design > Animation

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How to Make a Bounce Animation in Blender | a Step-by-Step Guide

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What if you could turn a simple bouncing ball into a satisfying, physics-driven animation that looks professionally made?

In this Instructable, I’ll show you how to create a fully animated bounce scene in Blender using soft body physics and clean rendering techniques. This isn’t just a basic tutorial—you’ll learn how to create motion that feels realistic, controlled, and visually engaging.

Starting from an empty scene, we’ll build an environment, simulate a responsive bouncing object, and guide it through obstacles to create a final animation that actually feels good to watch. Along the way, you’ll pick up essential Blender skills like physics tuning, scene organization, lighting, and rendering.

Whether you’re new to animation or looking to improve your workflow, this project gives you a strong foundation—and a final result you can genuinely be proud of.

Supplies

Since this Instructable is computer based, you will need nothing but a computer with Blender 5.1 installed. It is optional but I will also edit the video. For that, I am using Davinci Resolve though anything works. I would recommend a computer with good graphics processing but I made this project with a 2020 M1 Macbook Air.

Getting Started

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Default Layout Items

At first, blender may look a little overwhelming but you don't have to learn every single button to get designing.

  1. The top bar that says layout, sculpting, and others are layout presets. Switch between them to see what they do. Those tabs just change your screen for what is suited for the task such as sculpting or scripting
  2. In the default tab called layout, the bottom bar with bar with different kinds of play buttons is the timeline where you can create animations and view keyframes. The start and end values are for frames.
  3. In the top right where you see cube, camera, and light, there is the outliner. You can see every object in the scene, its visibility(viewport or camera) and organize them into collections. You can select objects through the outliner and perform operations on them.
  4. Below that is the properties manager. It is where you can change scene, rendering, and object properties. Click through its tabs and see what's there.

In this tutorial, only the default layout preset and the video editing preset will be necessary. If you are wondering what a button does, hover over it and it will give its name and description. Also, your animation will not look exactly like mine so don't waste your time trying to make it so.

Hotkeys and Controls

If you are new, you may not know how to use blender yet. Here are the main controls that you will need for this tutorial. Mess around with the left, right, middle mouse buttons, and scroll wheel and see what they do. If a hotkey below is capitalized, then hold shift before clicking the letter on your keyboard. There is a file for the full Blender 5.1 hotkey list from CG Boost.

Here are all of the hotkeys that will be used in this tutorial:

  1. g - grab (followed by: x, y, or z for only that axis; X, Y, or Z to exclude the selected axis; type in a number for the amount)
  2. s - scale (followed by: x, y, or z for only that axis; X, Y, or Z to exclude the selected axis; type in a number for the amount)
  3. r - rotate (followed by: x, y, or z for only that axis; X, Y, or Z to exclude the selected axis; type in a number for the amount)
  4. e - (followed by: x, y, or z for only that axis; X, Y, or Z to exclude the selected axis; type in a number for the amount)
  5. A - add an object
  6. control/command z - Undo
  7. control/command Z - Redo
  8. a - select all
  9. control/command s - Save
  10. x - delete
  11. tab - Toggle between current mode and Edit Mode
  12. shift - hold to select multiple objects in a line in the outliner
  13. control/command - hold to select multiple objects individually
  14. control/command b - bevel
  15. n - open and close the panel
  16. Control/Command A - apply
  17. / - Isolate

For any operations such as scaling, I will put in something that looks like this: (s, x, 5). This is to indicate what to type in to do the operation. The s creates a scale, the x selects which axis, and the 5 is by how much. Click to finish the operation. If it looks like this: (s, 5) it means there is no single axis and the operation should be done on all axes.

Necessary Addons

If you know Blender well already, you may know that you don't need an addon such as Blenderkit or Poliigon to add textures but only so you don't have to do everything by hand. In this tutorial Blenderkit will be used.

To install Blenderkit:

  1. Open the link.
  2. Click the big blue/purple download buttons on the official site.
  3. Download the addon. Do not uncompress the .zip file.
  4. Open the settings menu by going to edit, then preferences.
  5. Go to addons.
  6. Select the dropdown arrow in the upper right and click install from disk.
  7. Find the .zip file and open it.
  8. If the addon doesn't have a checkmark next to it when is installed, click where it should be to enable the addon.

Setting Up the Basic Environment

Screenshot 2026-04-14 at 3.31.09 PM.png

Setting up a basic scene in Blender doesn't require much skill. You can do something slightly different in this step if you'd like.

  1. Delete everything in the scene/viewport. Select each object and type x.
  2. Add(A) a plane. The default 2x2 meters is a little small. You can view its size by opening the panel, or typing n.
  3. Scale(s) the plane by 2. (s, 2)
  4. Enter edit mode(tab) ensure you have edge select on and select 3 of the plane's edges. The ones to select are in the first picture; please look at them. If you select the ones I said, everything else you do will line up with what is here.
  5. Extrude those edges(e) on the z-axis 6.5 meters up. (e, z, 6.5)
  6. In the properties manager, select the modifiers tab or the wrench. Create a new modifier and search for the solidify modifier. Change the thickness to .05 and enable "Even thickness".
  7. Bevel(control/command b) all interior edges. Type in .1 for the offset and scroll until is says 3 segments. Click to confirm. (b, .1, scroll until segments = 3)
  8. Exit edit mode(tab), select the environment, right click, and select shade auto smooth. A dropdown will pop up in the bottom left. Change the degrees to 40. If you still had the modifiers tab open in the properties manager, you will notice that something new has popped up.
  9. Apply(control/command a) all properties which includes: location, rotation, and scale. You should notice that the thickness of the environment changed.
  10. Go to the physics tab in the properties manager and select collision. This will be necessary to prevent the environment from falling and to tell Blender that the ball should collide with it. Do not worry about any of the changeable properties right now.
  11. Go to the modifiers tab in the properties manager with the environment selected.
  12. Drag "Collision" by the dot array to the top of the modifier list. This prevents the bounce from being glitchy or wrong.

Creating the Bouncing Ball

Since we are going to make a bouncing ball animation, we will be using a ball. If you'd like you can chose other shapes. When working on the physics parameters, I recommend seeing what each change does to improve your learning.

  1. Add(A) a UV sphere.
  2. Scale(s) it down as it is too large. You can also scale it down by changing its dimensions in the panel. I scaled it down by 0.4. (s, .4)
  3. Grab(g) the sphere and bring it up 4 meters along the z-axis. (g, z, 4)
  4. Right click the sphere and select shade smooth.
  5. Open the physics tab in the properties manager and select soft body.
  6. Uncheck the goal box.
  7. Under object, change the mass to 0.5kg.
  8. Under edges, ensure the push and pull are at .5
  9. Ensure the damp is .5
  10. Change the Plasticity to 5
  11. Change the Bending to 10
  12. Check the stiffness box and ensure the shear is 1.
  13. Run the animation. The ball should bounce nicely now. Adjust the different values that I changed above to perfect the bounce.

Making Obstacles

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This step is optional but I highly recommend it as it makes your bounce animation more interesting. This is a more creative step where I recommend making it your own. Four obstacles will be made, a cylinder, rectangular prism, cone, and torus. You can make your own shapes if you'd like.

Do not edit any physics properties under particle. Only change softbody properties as it is what the tutorial is about.

Making the Cylinder Obstacle

  1. Add(A) a cylinder.
  2. In the panel(n), change its x and y dimensions .25. Also change its z dimension to 4
  3. Rotate(r) the cylinder 90 degrees along the x-axis. (r, x, 90)
  4. Open the physics tab in the properties manager.
  5. Click on collision to give it collision physics.
  6. Change the damping to 0.1. Softbody Dropdown Only
  7. Change the Thickness to 0.2. Softbody Dropdown Only
  8. Change the Inner Thickness to 0.2. Softbody Dropdown Only
  9. In the outliner, name the cylinder "Cylinder Obstacle"
  10. Right click on it and shade it smooth.

Making the Rectangular Prism Obstacle

  1. Add(A) a cube.
  2. In the panel(n), change its x and z dimensions .25. Also change its y dimension to 4
  3. Open the physics tab in the properties manager.
  4. Click on collision to give it collision physics.
  5. Under softbody, change the damping to 0.1. Softbody Dropdown Only
  6. Change the Thickness to 0.2. Softbody Dropdown Only
  7. Change the Inner Thickness to 0.2. Softbody Dropdown Only
  8. Enter edit mode and select all long edges. They should be parallel but not perpendicular.
  9. Bevel(Control/Command b) the selected edges. Type .5 and scroll until segments = 3.
  10. Exit edit mode.
  11. In the outliner, name the cube "Rectangular Prism Obstacle"

Making the Cone Obstacle

  1. Add(A) a cone.
  2. In the panel(n), change its x and y dimensions .25. Also change its z dimension to 4
  3. Rotate(r) the cylinder 90 degrees along the x-axis. (r, x, 90)
  4. Open the physics tab in the properties manager.
  5. Click on collision to give it collision physics.
  6. Under softbody, Change the damping to 0.1. Softbody Dropdown Only
  7. Change the Thickness to 0.5. Softbody Dropdown Only
  8. Change the Inner Thickness to 0.1. Softbody Dropdown Only
  9. In the outliner, name the cone "Cone Obstacle"
  10. Right click on it and shade it smooth.

Making the Torus Obstacle

  1. Add(A) a torus.
  2. Scale(s) the torus down by .5. (s, .5)
  3. Rotate(r) the torus however you'd like but it still has to be able to catch the ball. (r)
  4. Open the physics tab in the properties manager.
  5. Click on collision to give it collision physics.
  6. Under softbody, Change the damping to 1.
  7. Change the Thickness to 0.001. Softbody Dropdown Only
  8. Change the Inner Thickness to 0.2. Softbody Dropdown Only
  9. In the outliner, name the torus "Torus Obstacle"
  10. Right click on it and shade it smooth.

Different shapes may require different thicknesses and inner thicknesses for them to interact correctly with the bouncing object. I just guessed and checked for values that worked well. Sometimes a value may make the bouncing object hover or "deflate" so you will have to change it until it is fixed.

Organizing the Obstacles

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To organize the obstacles, you will need to exclude and axis when moving them and duplicate obstacles. Select the obstacle you would like to move. I would recommend placing the first few obstacles under where the ball will fall

Moving the Already Made Obstacles

  1. Click -y on the view rotator so that you can see the inside of the environment in orthographic view.
  2. Grab(g) the obstacle and move it excluding the y axis wherever you would like. (g, Y)
  3. Run the animation, ensure the ball bounces on the obstacle how you would like.

Duplicating Obstacles that Have Already Been Used

  1. Click either y or -y on the view rotator so that you can see the inside of the environment in orthographic view.
  2. Duplicate(D) the obstacle and move it excluding the y axis wherever you would like. (D, Y)
  3. Run the animation, ensure the ball bounces on the obstacle how you would like.

I recommend placing the obstacles were the ball is going to bounce instead of random places to reduce clutter.

The torus is used as where the ball will land once it has reached the bottom. Also, you don't have to have all your objects be in a "2D" format. It is simply easier to do so. If you want the ball to bounce around the whole space you can certainly do that, it will just take more time.

Changing How the Ball Bounces

This step is to perfect the ball's bounce to how you like. It is optional as the ball already bounces fine but is necessary if you want something different.

Pull

The stiffness of the edge springs when stretching outward. Increase this value to make the ball stretch out less when compressed. Decrease it to do the opposite.

Push

The stiffness of the edge springs when stretching inward. Increase this value to make the ball deform inwards less when compressed. Decrease it to do the opposite.

Damp

Edge spring friction. I usually don't worry about this value.

Plasticity

How permanent the deformations are. Increase this value to increase the permanency of deformations.

Bending

Bending stiffness. Increase the value to make it stiffer when bending. The increased stiffness makes any deformations fix faster.

Shear Stiffness

How resistant the ball is to sideways forces. An example is keeping the bottom but and sliding the top. I usually keep this at 1.

Adding Color and Textures

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Part 1: Environment Material

A concrete look would be good for the environment.

  1. Look at the Blenderkit "module" at the top of the viewport. It should be a hexagon with a gradient color either with a dropdown or a search bar.
  2. Be sure you can see the search bar by opening the drop down.
  3. Click on the 2 tone circle to filter for materials only.
  4. Search for "Concrete"
  5. Select the one that you like
  6. Drop the texture on the environment.

If it doesn't change the color/texture:

  1. Ensure you're in material preview or rendered mode.
  2. Go to the materials tab in the property manager.
  3. Click on the 2 tone circle dropdown and select the material you wanted to add.

Part 2: Ball Material

Since this ball is supposed to be a bouncy ball, I chose a vibrant color. This could include red, yellow, or cyan. There are two methods to adding color.

Method 1: Blenderkit Material

  1. Be sure you can see the search bar by opening the drop down.
  2. Ensure the the 2 tone circle is highlighted to filter for materials only.
  3. Search for "(adjective) ball" or "(type) ball". For the type it can be beachball or basketball.
  4. Select the one that you like
  5. Drop the texture on the ball.

If the color/texture doesn't change:

  1. Ensure you're in material preview or rendered mode.
  2. Go to the materials tab in the property manager.
  3. Click on the 2 tone circle dropdown and select the material you wanted to add.

Method 2: Regular Color

  1. In the properties manager, click the materials tab.
  2. Click the plus and select new.
  3. By base color, change the color to what you want.
  4. Change the metallicness and roughness to what you think is fine.

Part 3: Obstacle Materials

My idea is to give the obstacle materials of wood and metals. You can make the materials whatever you want and do not have to strictly follow what I do.

  1. Be sure you can see the search bar by opening the drop down.
  2. Ensure the the 2 tone circle is highlighted to filter for materials only.
  3. Search for the material you would like, adding in adjectives to make sure you described what you want well to making finding faster.
  4. Select the one that you like
  5. Drop the texture on the obstacle.

If it doesn't change the color/texture:

  1. Ensure you're in material preview or rendered mode.
  2. go to the materials tab in the property manager.
  3. Click on the 2 tone circle dropdown and select the material you wanted to add.

Repeat Step 7, Part 3 for the other obstacles.

Adding Lighting

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Lighting can sometimes be what makes your design look great or terrible. In this situation, the lighting is pretty easy. Also, EEVEE, the default render engine isn't very good for final renders when you don't change anything. One thing will be needed to be changed to give accurate estimates of the final render while in the viewport.

Changing EEVEE Settings

  1. Go to the render tab in the properties manager
  2. Find and enable raytracing.

Adding the Light

  1. Add(A) an area light.
  2. In the panel(n), change the y-location to -2.
  3. Change the z-location to 4.
  4. Change the x-rotation to 45°.
  5. Go to lighting data in the properties manager.
  6. Change the color to what you like.
  7. Change the power to 1000.
  8. Change the size to 4 meters.

Adding Cameras

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Two types of cameras will be made, a front orthographical view and a follow camera.

  1. Go to the Output tab
  2. Change the x and y resolutions to 1920.

Front Orthographic Camera

  1. Add(a) a camera.
  2. In the properties manager, go to camera data.
  3. Change the lens type to orthographic.
  4. Change the orthographic scale to 4.
  5. In the panel(n) change the y-location to -3
  6. Change the z-location to 2.
  7. Change the z and y-rotation to 90.
  8. Change the x-rotation to 90.

Follow Camera

  1. Add(a) a camera.
  2. Set it as the active camera by either selecting the camera icon in the outliner or right clicking it and clicking so.
  3. In the timeline, turn on auto keying.
  4. Change the x-location to 1.
  5. Change the y-location to where your ball starts.
  6. Change the z-location to where your ball starts.
  7. Change the x-rotation to 72.4°
  8. Select the ball.
  9. In the physics tab in the properties manager, open the cache dropdown.
  10. Click bake and wait for it to finish.
  11. Play the timeline until the ball bounces on the first/next object. Since the animation is baked to keyframes, you can wind forward and backward.
  12. Grab(g) the camera excluding the y-axis and move it until it is focused on the ball again. (g, Y)
  13. Repeat 11-13 for the rest of the obstacles including the finish zone.

Rendering

Part 1: Test Animation Render(Bake)

  1. Select the ball
  2. In the properties manager, go in the physics tab and open the cache dropdown.
  3. Change the end to how many frames you prefer. I recommend setting the end to when the ball stops moving around and is in the torus end zone.
  4. Select bake. Once it is done, view the animation. Also check how it looks through the camera you are using. Since it is baked, you can rewind and see how the ball interacts with objects.
  5. Once you are satisfied with the result, select delete bake.

Part 2: Limiting Blender's Processing Power Usage(Cycles Render Engine)

This is optional but it is what I will do as I don't have a very strong computer. Doing so allows you to be able to use your cpu/gpu for other tasks instead of Blender using everything.

  1. In the properties manager, go to the render tab.
  2. Ensure the render engine is Cycles.
  3. Scroll down and open performance.
  4. Open the threads dropdown.
  5. Change the threads mode to fixed.
  6. Change the threads to how many cores you want being used.

Part 3: Rendering

  1. Make sure you change the camera you want to use to the active camera. You can do so by clicking the camera icon next to the camera you want in the outliner or by right-clicking on that camera and selecting set active camera.
  2. Under the render tab in the properties manager, go to the render dropdown.
  3. Change the max samples to what you prefer. For my computer, the default is too high making the render take too look. I found 20 samples was good enough.
  4. In the output tab, go to the output dropdown.
  5. Click the folder icon and give where you want the frames to save. I put mine in a folder named frames in my dedicated project folder.
  6. Open render at the top and select render animation.
  7. Wait for the animation to finish rendering. While it does it, at the top, you should see stats such as the current number of samples. Every frame gets the number of max samples you selected. You will also see the time and approximate remaining time.

Converting the Individual Frames

Turning the Frames into an MP4

When you rendered the animation, it put individual frames in the folder you selected. These frames need to be put together into a video file.

  1. Near the middle click the + for a new layout preset, go to the video editing dropdown, and select video editing.
  2. Click new in the middle of the screen.
  3. Rename it to "Bounce Animation".
  4. Add(A) an image sequence.
  5. Find where you saved the animation frames. Select the first one, hold shift, then click on the last one. Then add it.
  6. Place the image sequence in the first channel.
  7. View the animation. Make sure it's good.
  8. In the output tab in the properties manager, make sure the resolution fits around the render. You must not see any checkerboard pattern. I had to reduce mine to 1080 * 1080 so it would fit right.
  9. In the output dropdown in the output tab, click the folder and give where you want the mp4 file to go.
  10. In that same dropdown, change the media type to video.
  11. Go to the encoding dropdown and change the container to MPEG-4.
  12. In the frame range dropdown, change the end to how many frames you made your render.
  13. In the render tab, change the render engine to what you prefer. I chose Cycles because it is better than EEVEE. EEVEE is just faster.
  14. Repeat what you did in Step 10 to limit blender's processing power usage when using Cycles render engine if you are choosing to do so.
  15. Under the render dropdown, set the samples to what you think is good. I reduced mine to 128 since my computer isn't that strong.
  16. At the top go to render, then animation.
  17. The finished animation should pop up in the folder you specified.

Repeat Step 10, Part 3 and Step 11 for the second camera. When creating a new scene for the other camera, you will need to click the icon that looks like 2 sheets of paper and click new.

If at any point, it appears to be that all your work dissapeared while converting the frames, be sure to check in the top right that the scene is set to "scene". Click the dropdown to select any others.

(Optional)Video Editing

This step is extremely optional but I am only doing it to make the video look better and for a title screen. I am using Davinci Resolve but you can use anything but I recommend you knowing how to use it.

Video Editing Ideas

  1. Title Screen + Description
  2. Closing Screen/Credits
  3. Adjusting exposure, ISO, and others
  4. Applying filters
  5. Speeding up and slowing down the video.

My Final Results

How to Make Bounce Animations in Blender | Edited Follow Camera
How to Make a Bounce Animation in Blender | Edited Orthographic Cam

All of the youtube videos are the edited. Any that aren't on youtube are raw.

Be sure the top and bottom information is away when watching the youtube videos.