Graphics Programs Reference
In-Depth Information
Figure 8.3
Start the ball
here and set a
keyframe on the
translate node.
3. Click the Auto Keyframe button ( ) to turn it on; it turns red. Auto Keyframe
automatically sets a keyframe at the current time for any attribute that has changed
since its last keyframe for the selected object or node.
For the Auto Keyframe feature to work, you have to set an initial keyframe manually for each
of the attributes you want to animate.
4. Disregarding any specific timing, go to frame 10, and move the ball down in the
Y -axis until it's about one-quarter through the ground plane. Because you'll be creat-
ing squash and stretch for this cartoon ball (see Chapter 1 for a brief explanation),
you need to send the ball through the ground a little bit. Then, move the ball about 3
units to the right, to about (-5,-0.4, 0). The Auto Keyframe feature sets a keyframe in
the X and Y axes at frame 10. Remember, this is all on the translate node.
5. Move to frame 20, and raise the ball back up to about half of its original height and
to the right about 2.5 units (-2.5,4,0). Auto Keyframe sets X and Y Translation key-
frames at frame 20 and will continue to set keyframes for the ball as you animate.
6. At frame 30, place the ball back down a little less than one-quarter of the way
through the ground and about 2 units to the right, at about (-0.5, -0.3,0).
7. At frame 40, place the ball back up in the air in the Y -axis at a fraction of its original
height and to the right about 1.5 units, at about (1.1,1.85,0).
8. Repeat this procedure every 10 frames to frame 110 or so, so that you bounce the ball
a few more times up and down and to the right (positive in the X -axis). Make sure
you're decreasing the ball's height and traveling in X with each successive bounce and
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