Ballistic Trajectory tool is used to calculate physically accurate trajectories for characters in the state of free flight. By utilizing it you can easily and quickly animate convincing-looking jumps, flights and other moves that require your character to get off the ground. Ballistic trajectories can be adjusted somewhat like regular trajectories, but they are created differently and serve different purpose.
Ballistic trajectory can be created and managed using the dedicated set of buttons on the Timeline:
Pressing this button adds a ballistic trajectory to the current scene.
Snap centers of mass to selected trajectory
Pressing this button makes the character move so its center of mass is always aligned with the trajectory of the ballistic curve.
For this button to work properly, an interval on the Timeline should be selected beforehand. If you select a part of the interval on the timeline, the center of mass will snap to the curve only on the selected frames.
Set physic priority frame
This button is used to select frames that should be taken into accout for calculating object rotation during ballistic movement.
A selected frame is marked with a red flag
Multiple frames can be marked at once, but the more positions is used for calculating rotation, the harder it becomes to take them all into account. It is recommended to mark no more than 3 or 4 frames for one ballistic trajectory.
Pressing this button enables rendering of Ballistic Ghosts: a helper object used for creating physically correct rotations for characters in the state of free flight.
Ballistic Ghosts are described in greater detail in the dedicated chapter.
Snap to ballistic ghosts
Pressing this button alignes character's position with the ballistic ghosts (see the Ballistic Ghosts chapter for more information)