Whether it’s hand-drawn or done using a computer, animation always has the same goal: to take a series of images and play them back in a sequence. At Pixar, computers help fill in the gaps in those sequences, using mathematical functions – and you’ll get to try this too, by animating a bouncing ball.

This lesson begins with linear interpolation and builds to Bezier curves using de Castiljau's algorithm. It's great to try after you have finished the "Environment Modeling" topic. This lesson takes 30-40 minutes to complete.