I don't think you would have to create several animations in succession. The ball only changes direction once.
The Y value goes down (making the ball look like it's going up) and then goes up (making the ball look like it's going down). The deceleration as it's going down should be constant (something representing 9.8 m/s/s) and the acceleration as the Y value goes up (cannonball goes down) is constant, until it hits the point representing the ground.
The X value should be constant, or else decelerate slightly should air resistance be taken into account.
Therefore, you would work out the following:
- Where does it start (the cannon,
obviously)
- Where does the ball hit it's vertical peak
- Where does the ball hit the ground
So now you can animate the Y value as a start value, and end value and one waypoint.
And you can animate the X value with just a start and an end.
Of course, it's going to involve non-trivial mathematics to determine the exact numbers to enter into the AccelerationRatio, DecelerationRatio, SpeedRatio, Duration, From and To parameters. But you would have to work that out no matter what method you're using.