I began the Bouncing Ball Tutorial with a simple model of a ball and a ring, and I positioned them where I wanted to put them. This part was definitely the easiest, as I remember most of the positioning and the actual animation part from class. I wanted to make sure that the initial positioning was exactly where I wanted it to be. I had to move around the ball a little bit and the ring also, in the picture below you can see that the ball is not in the right position. I just wanted to share an initial bump.
Next, I wanted to add the floor surface, which you can see in this picture also. That was quite easy when I had put it on the plane of (0,0,0). I also wanted to make it larger than we had it in class in order to accommodate any other movement of the ball. So instead of making it 40 units each way I decided to make it 50 units. This allowed me to play around with how many frames I wanted the animation to go for and any other kinks.
After creating the ball, I had to add some animation to it. I also remembered how to do this from class, so this was relatively easy. It was easy to create the 60 frames and select the key frames to animate it. I did not include a screenshot for this step as it basically looks like the one above. There was no rendering involved or anything other than moving it and creating a wave like animation for the ball.
After that I wanted to add some reality to the ball and the animation, which was part of Chapter 2. This was pretty simple because the notes and the scans of the directions were pretty straight forward. I played around with the curve, which allowed for a real bounce to the movement of the ball. Next, I wanted to add some bounce to the actual ball. This was done using the Squash Deformer. I had a little trouble with this step but I was able to overcome it with the help of the tutorial pages. The hardest part for me, also seemed like the easiest for some of my peers. It was moving the squash deformer to exact points to make the ball squish and move at the right points.
I was then able to add more character to the squish that the ball had. I also had some trouble with this because I entered some wrong numbers in some of the bend nodes. I then fixed it by doing this step over again. After that, I tested it out and it worked! This pretty much concluded Chapter 2. I then moved onto Chapter 3.
This photo also illustrates Chapter 2 motion bending. I wanted to show two different views and one with a mistake and one without. This is for future reference.
The next chapter deals with rendering, which I also remembered from class. I had no problems in this chapter, which was a relief. I wanted to render the models the same way I did it in class because it was something I knew and was one thing I did not have any trouble with. I selected the hypershade panel to render three different things in my scene. I added an orange sheen on the torus (ring) using the Blinn tool, which added an interesting look to the entire ring. I also used the same took on my ball, which became aesthetically pleasing. For the actual surface plane, I used a texture node. I then picked the same colors I used in class, a red and purple shade. I then had to add an actual texture on the ball using the face.iff file which was provided to us. This was also pretty easy because I remember how to do this from class. I used the 2D textures that was found in the Hypershade menu. I then selected the file I wanted to use and then put that on the ball. I had to move it on the ball to make sure it was exactly where I wanted it to be. That encompasses the rendering part of the third chapter.

I had to then add a spotlight, which was simple. I then went to the lights window and then added a spotlight to it. I wanted the light to be strong and on an angle facing the scene. It was quite easy to move and scale the light using both the move and scale tool. I had to check the position of the spotlight in all the views, the perspective, the top view and the side view. I checked the position a few times to make sure I had put it where I wanted it. The cone angle was changed using the show manipulator tool, which was shown in the notes for the class. I then started to play around with the render view, this was a lot of fun as it also helped with the position of the spotlight. That concluded Chapter 3.
I now moved onto Chapter 4, this was the part where I was going to add fire to the ring and also finish my scene of the bouncing ball. I found this part a little challenging, but I was able to get through it. I added the fire to the ring and then edited the attributes to get it to where I wanted it to be. I had to play around with it a few times to make sure it was exactly what I wanted. Another way to test out my fire, a better way (in my opinion) is to actually see the render view. I did it many times and came up with a lot of views and got many ideas on how to actually change my fire. The biggest change I made to the fire was changing the density and the lifespan, to both being larger than the default setting. I then added the streak particles, for when the ball collides with the fire around the ring.

I pretty much finished Chapter 4 at the end of this step, and was just about to render the scene with 60 frames. I noticed that the spotlight was a little off and then I moved it to where I wanted and I think I had my final product. I then rendered the project, like I remember in class and then exported the images through FCheck and had a final movie of a bouncing ball that bounced through a ring of fire!
This photo is one of the images from my final product!