Graphics Programs Reference
In-Depth Information
Figure 8.46
The catapult's winch
is ready to animate.
Get a timing put down for the winch first, and use that to pull back the arm to fire.
Follow these steps:
1. Select the Winch group with its selection handle. At frame 1, set a keyframe for rota-
tion. If the selection handle isn't turned on, select Winch from the Outliner and
turn on the selection handle by choosing Display Transform Display Selection
Handles. To keep it clean as you go along, instead of pressing Shift+E to set a key for
all three axes of rotation, select only the Rotate X attribute in the Channel Box, right-
click to open the shortcut menu, and choose Key Selected. There only needs to be
rotation in X for the winch.
2. Jump to frame 60.
3. Rotate the winch backward a few times, or enter -400 or so for the Rotate X attribute.
4. Open the Graph Editor, ease in the curve a bit, and ease out the curve a lot so that
the rotation starts casually but grinds to a stop as the arm becomes more difficult to
pull back.
Obviously, you're missing the rope between the winch and the arm. Because animat-
ing a rope is a fairly advanced task, the catapult is animated without its rope; but the
principle of an imaginary rope pulling the arm down to create tension in the arm
drives the animation.
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