Graphics Programs Reference
In-Depth Information
Now we can play the animaion to see how well the nose of the plane follows the
shape of the path, and we find that in the middle of the trajectory, the nose will,
almost for sure, be misaligned.
9. To correct that, stop the playing animaion, go to frame 30 , ind the animaion curve
for the Z Euler Rotation property of the object and move the rightmost handler of
the irst keyframe to the right-hand side unil the object in the 3D Viewport gets
correctly aligned. At this point, our animaion has the look that we want for it.
10. As a last task, make sure that the aircrat orientaion looks okay when seen from
one of its sides while going along the path. In case it is not correctly aligned, go to
frames 1 and 51, rotate it only on its local X axis ( R key, X key twice) and insert a
rotaion keyframe for that channel, to overwrite the current keyframe value in each
case.
That's it; with a couple of keyframes and making use of the curve handlers for the
animaion curves, we got a simple but nice trajectory for our aircrat.
11. At this point, it's very likely that the cloudShape object isn't located in the
best place for the ighter to pass besides it; a few tweaks on the posiion of the
cloudShape object and its surrounding giant cube will correct the problem. Also,
make sure that the camera is shooing at an interesing angle and do not show the
aircrat standing sill in the beginning or in the end. Saving the ile now would be
quite useful too.
Objective Complete - Mini Debriefing
This part of the project was only about creaing the small animaion for the aircrat, to
get it moving around in the shot. This task required us to work with the Graph Editor for
manipulaing the animaion curves.
The worklow that we followed has the advantage of guaranteeing that the moion and
rotaion will be smooth, since we used just two keyframes for the start and end of the
animaion. If we had started by creaing three or more keyframes for this animaion, the
task would have certainly become more complicated than what is really needed in this
case. A general rule of thumb is to keep the number of keyframes low, thus avoiding
making something more complex than what is really needed.
The trial and error we applied when working on the X Locaion and Y Locaion curves is made
possible by the very nice Moion Paths calculaion that Blender ofers. This tool is very useful
for this kind of worklow since it lets us work more intuiively, and not just try to guess how
the curves will interact to define the final 3D shape of the trajectory.
 
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