Your First Bouncing Ball: Counting the Frames in a Single Drop
The bouncing ball looks trivial, which is exactly why so many beginners want to skip it. Yet one ball that drops, hits the floor and bounces a little lower each time holds most of the timing lessons an animator will lean on for years. A ball has no face, hands or costume to distract the eye, so the only question a viewer asks is whether the movement is convincing.
Start by settling the frame count. At 24 frames per second, the first drop of a rubber ball usually feels right at around half a second from peak to floor, with each later bounce shorter than the last. Write those numbers down before you draw anything: peak on frame 1, floor on frame 12, second peak on frame 21, and so on. They are a starting point that playback will adjust, but writing them first forces you to think about time before shape.
Once one version works, make a second with a bowling ball. A heavy ball falls with the same acceleration, yet it hardly bounces and comes to rest far sooner. Placing the two clips side by side is the quickest way to feel that weight in animation comes from timing and from how many bounces you allow. For many learners this is the moment the idea of weight finally clicks, after seeing two equally round balls behave so differently.
Note the frame numbers before drawing the ball, then let playback decide whether any of them should move.