Graphics Reference
In-Depth Information
Figure 3.19   The Animation  screen.
Going back to the actual animation you've just done, you want Suzanne not to rotate until around frame
21, then to rotate quickly and hold that rotation. That's going to look more like the rotation F-curve in
Figure 3.22 . Notice how the curve for rotation around the z axis is flat, then bumps upward a little around
frame 21, runs flat, and bumps again at frame 42? In terms of visuals, that would translate to no change,
then an abrupt rotation, followed by no change, and then another abrupt, short rotation.
But how do we get from Figure 3.20 to Figure 3.21 ? I'm not going to lie. Just like math class, we're
going to do this the hard way first. If you understand what goes on under the hood, you'll not only get
the higher-order stuff better, but you'll be able to dig in and get your hands dirty if you really need to.
Ninety-five percent of the time, you won't need to edit an F-curve directly, but don't skip this. It's
important.
Disable all of the F-curves in the Graph Editor until only Z Euler Rotation and Y Location are showing.
To the right of the Y Location control are an eye and a lock. Toggling the eye off would cause that
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