Plan two decreasing ball rebounds with visible contact before each upward motion, modest shape recovery and a supported finish.
Two ball bounces: show contact before each upward rebound
Original video brief; method not independently tested. No input image or generated result is supplied.
1. Task and source boundary
Plan one soft rubber ball falling, rebounding twice and settling on a level surface. The main review is the order of visible events: downward travel, surface contact, upward separation, a lower return, then a smaller repeat. The surface should cause a readable change of motion instead of the ball reversing while still in the air.
This is an authored animation brief, not a measured bounce test. The choice of two noticeable rebounds, decreasing height and a short settling finish is a visual target. It does not assert a measured restitution value or a guaranteed result for a real material. Exclude an active throw, dribbling hand, trampoline, multiple balls, a loop that resets the ball, and an animated face or self-propelled jump.
2. Prepare a readable input
Use your own or authorized image or accurate drawing of one soft rubber ball just above a flat matte surface, already released and with no hand touching it. Show a small initial gap, enough vertical space for the first rebound, and a larger gap between the ball and the frame edges. A simple existing surface detail beside the contact area helps distinguish motion from camera movement.
Choose a nearly side-on view slightly above surface level, so the lower contour, contact patch and airborne gap can be read. A modest plain stripe on the ball may help preserve identity if your input already has one; it is not a scale for measuring speed. Avoid a floor reflection that looks like a second ball, deep shadows hiding contact, and a camera angle looking straight down.
3. Use the prompt in the current generator
Open the current image-to-video generator, choose a mode accepting your authorized starting image, and adapt the ball details to that image. Check the available settings, complete prompt and cost estimate before submitting. This page does not supply an input file or start a generation. The action plan asks for a short sequence; it does not assume a frame-accurate timing control exists.
4. Complete prompt and sequence
Start from my authorized image of one soft rubber ball already released just above a level matte surface. Use one continuous locked side-view shot with the same surface detail, light and background throughout. Let the ball fall to the surface. At visible contact, show a small temporary flattening at its lower contact region, then recovery toward its original round shape as it separates upward. The first rebound reaches a lower height than the original release position, then returns downward to the same local surface area. After that next visible contact, show a second, smaller upward rebound. Let the ball return for a third contact, make only a brief small settling motion, and rest on the surface. Keep one coherent ball and a continuous path through all contacts. Every upward rebound begins after contact, never while a visible gap remains. Keep deformation modest and localized around contact; do not turn the ball into a pancake, liquid or another object. Preserve its original surface detail without duplicating it. Do not make it pass below the surface, hover at an apex, move upward through a hand, gain height on the second rebound or loop back to the starting image. No hand, motor, cut, camera move, speed label, extra ball or added impact graphics. End with the ball supported by the same surface.
- Opening: use a short interval to establish the released ball and gap, then show the first downward approach. Do not hold it motionless in midair for a long introduction.
- First rebound: keep the first contact, separation, high point and return in order. The high point is a turning point, not a frozen pose.
- Second rebound: show the next contact and a visibly smaller arc, followed by the final return. There are two airborne rebounds after the initial fall and three surface contacts in total.
- Ending: allow a small settling movement after the third contact and retain a brief rest. If the available clip is too short to distinguish the contacts, simplify the request to one rebound before trying the two-rebound version again.
Reserve most of the clip for the motion and the final portion for rest. Do not slow contact by adding a second ball or an explanatory cutaway.
5. Inspect an actual output
Record the time or frame of each contact and each airborne interval, then mark the following conditions pass, fail or inconclusive. A single still cannot establish the contact order.
- The original ball follows one continuous path and retains its identity; no duplicate appears at a contact or apex.
- The lower contour reaches the same visible surface before each of the two upward rebounds. A reversal above an obvious gap fails the contact condition.
- Contact deformation is brief and localized, followed by a return toward the original round shape after separation.
- The first rebound apex lies below the original release position, and the second lies below the first, judged against the fixed background rather than a moving crop.
- Two distinct rebounds and three contacts can be followed without the ball penetrating the surface or teleporting across an interval.
- The ball settles after the final contact and remains visibly supported, without an airborne freeze used as the ending.
- When blur or shadow hides a required contact, mark its order inconclusive; a nearby shadow alone is not proof of contact.
6. Repair one failure at a time
- The ball reverses above the floor: emphasize “contact first, then separate upward” and use a clearer side-view input with a visible lower contour.
- A bounce gains height: compare each apex with the fixed surface detail, remove “energetic” or “explosive” language, and ask for a smaller second rebound.
- The ball becomes a pancake: reduce the requested squash and preserve a coherent rounded upper body during the brief contact.
- The ball freezes at an apex: replace “hold at the top” with “continue through the high point into downward travel.” Keep the only resting hold on the surface.
- Contacts merge into a flicker: reduce the sequence to one rebound or use an available longer clip. Do not count an unseen contact as a pass.
- A reflected second ball appears: choose a matte surface and softer lighting in your authorized input; do not rely on added negative nouns to fix a misleading setup.
7. Ending, saved result and limits
Finish with the original ball at rest on the same surface after two visible rebounds. Save your own generated result using the available controls, with the input, exact prompt, settings and contact-by-contact observations.
No H3 generation, rebound-height measurement, material test, gravity estimate or energy calculation is included. The suggested height order is an animation target; perspective, compression and motion blur limit what can be read from a clip. This page does not certify real ball performance.
The fruit-slice task follows one arrival at a surface. The sponge task follows a supported object being compressed and released. This task couples airborne travel, repeated impacts, shape recovery and decreasing rebounds before rest. A different ball color, floor texture or camera decoration would not create a distinct task.
Prepare your input
Open the current [image-to-video generator](/generator/image-to-video), choose a mode accepting your authorized starting image, and adapt the ball details to that image. Check the available settings, complete prompt and cost estimate before submitting. This page does not supply an input file or start a generation. The action plan asks for a short sequence; it does not assume a frame-accurate timing control exists.
- Required: Use your own or authorized image or accurate drawing of one soft rubber ball just above a flat matte surface, already released and with no hand touching it. Show a small initial gap, enough vertical space for the first rebound, and a larger gap between the ball and the frame edges. A simple existing surface detail beside the contact area helps distinguish motion from camera movement. Choose a nearly side-on view slightly above surface level, so the lower contour, contact patch and airborne gap can be read. A modest plain stripe on the ball may help preserve identity if your input already has one; it is not a scale for measuring speed. Avoid a floor reflection that looks like a second ball, deep shadows hiding contact, and a camera angle looking straight down.