Fine-tuning your animation
Get the basic motion right first. Then shape its timing and output.
Recipe controls versus additional shaping
Recipe parameters describe the task: a close duration, a blink interval, a bounce response. Supported advanced controls add a further timing or output adjustment. Available controls depend on the template; they are not a promise that every recipe accepts every operation.
Gain and offset do different jobs
Output gain changes the size of the variation. Output offset shifts the output. For bounded or resting motion, use the named recipe controls first so its intended baseline stays understandable. If a light goes negative or a scale collapses, inspect the range rather than increasing gain again.
Check frames and seconds
Read the unit beside each field. A frame duration and an FPS-aware rate are different controls. Changing scene FPS can change the real-time duration of a frame-based effect. Set your delivery frame rate before fine-tuning timing, and compare at the same frames.
Ball Bounce needs its helper data
Ball Bounce uses sampled helper animation as input to its public drivers. Keep the helper objects, their actions, and the driver's references when moving the setup to another scene or file. Copying only the visible ball can leave invalid targets or flattened scale.
Its sampled data is created for a frame range. If you extend the shot, use the supported Live update/resampling workflow and check the newly added frames. It is not a rigid-body simulation and does not automatically discover arbitrary collision geometry.
When should I bake?
Baking samples the driven result into keyframes. Save a procedural copy first, set the intended range, bake, then inspect the exported or reopened result. Baking is useful for a pipeline that expects keys; it is not required just to play ordinary native drivers in Blender.