Graphics Programs Reference
In-Depth Information
Engage Thrusters
1. Make sure that you are at frame 1 of the animaion (value of the ield to the
right-hand side of the End seing of the Timeline) and ind the Transform
properies of the object (Properies Sidebar).
2. Then right-click on one of the butons of the Locaion values and select Insert
Keyframes .
3. Now let's change the frame to 51. Move the empty object along its local Y axis by
around 12 units ( G key once, Y key twice, then type "12") and insert another set of
keyframes at this posiion in ime. To test the irst keyframe, click on the play buton
in the Timeline window; the aircrat must be moving forward in a straight direcion,
perfectly aligned with its nose.
We now need to give some curvature to the path that the aircraft is describing. For
this, there is a very handy tool that will help us.
4. Go to the Object tab in the Properties Editor and find the Motion Paths panel, set
Start to 1 , End to 51 and Step to 3 , then click on Calculate Paths . Now we have a
nice visual representaion of the path for the fighterParent object, to add the
desired curvature to the trajectory.
5. Let's go to the Graph Editor and ind the curves for the X Locaion and Y Locaion
channels (select the channel to highlight its curve on the right-hand side). Once
found, select the rightmost handler of the first keyframe for each curve and move
it to the right and then down; it is recommended to move them one by one.
6. Now it's ime to perform some trial and error changes: Go to the Motion Paths
panel, click on the Clear Paths buton, and then on Calculate Paths to let Blender
show us the new shape of the trajectory. Then edit the handlers some more for the
curves and redraw the paths using the Motion Paths controls. We must do this unil
the shape of the trajectory suits our needs (it should look concave, seen from the
camera); remember not to give it a strong curvature, since that doesn't make sense
for an aircraft flying so fast.
Once we have got a good shape for the trajectory, we can see that the aircraft isn't
rotaing following the shape of the curve.
7. To solve that, let's go to frame 1 and make sure that the nose of the aircraft is
correctly aligned with the path (edit only the local X and Z rotaions, not the
local Y rotaion), and insert a set of keyframes on the Rotation property of the
fighterParent object.
8.
Next, go to frame 51 and rotate the object only on its local Z Axis ( R key once, Z key
twice) unil it gets correctly aligned with the last part of the path, and insert another
set of keyframes for the Rotation property.
 
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