How to Animate a letter giving it the stretchy effects [closed]

Good day, please how do i make a letter bounce in blender? like the cartoon-ish effect. Example: Just the way the letter I bounces in Pixar intro logo

Something like that. Thank you.

• Technically you could either animate it with hand and deform it with some other object or simulate it with soft body/cloth sim, it really depends on what exactly do you want to acomplish Sep 17 at 6:43
• maybe you could make use of the shape keys, docs.blender.org/manual/en/2.93/animation/shape_keys/index.html Sep 17 at 6:52

Just two of many ideas:

Simple

Simply make the letter wider when you make it shorter. You can use a Maintain Volume constraint so that when you scale the object on one axis, it automatically scales on other axes to keep the same volume:

Cloth pressure

Using increment snapping , duplicate the default cube to create a letter:

1. In Edit Mode apply this script. CtrlI Invert Selection, X Remove, F Faces, to get rid of internal geometry.
2. Select 3 bottom-most and 3 top-most faces, Object Data, Add Vertex Group, Assign, name it PIN.
3. Tab Object Mode, add two shape keys, leave the 2nd active, Tab Edit Mode, select only a bottom-most face, change Transform Pivot Point to Active Element, A select everything, S Scale Z on Z axis, so the letter is shorter.
4. Tab Object Mode, Ctrl2 Subdivision Modifier.
5. Physics Cloth, enable Pressure, two sections below in section ShapePin Group input PIN.

1. Animate the 2nd shape key value starting after the cloth stabilizes.
2. Now draw the rest of the owl, I tried self-collisions, Pressure of 2.0, Tension = 1.0 and Compression = 2.0 for both Stiffness and Damping

• It's a quite old animation. Don't you think they used a lattice? ... in the days of softimage? Sep 17 at 9:43
• @brockmann I didn't analyze it thoroughly, looks like simple scaling to me, but maybe it's more nuanced. Surely not cloth sim. Sep 17 at 9:52
• Yep, appreciate the answer either way. Sep 17 at 9:53
• @brockmann I was at college doing 3D in the 90's.. we had FFD, (Lattice) and we wrote our own stretch-and-squash, crudely approximating volume preservation, back then. My guess, it's that. Sep 17 at 10:35
• @brockmann Ahh! Thanks! Theirs much more sophisticated than ours. Ours didn't minimise a deviation.. we simply defined one dimension as squash, and allowed the others to be driven by it. (No computation on the GPU available for us, either) Sep 17 at 13:53