Game Development Reference
In-Depth Information
keyframes dynamically. This is typically referred to as easing , and it allows for effects
like the rotation slowing down or speeding up as it nears a keyframe.
Have a look at the various control areas as highlighted in Figure 5-1 .
Figure 5-1 . The Timeline animation editor view and its controls
Let me run you through the various editing controls in the Timeline that are important to
creating keyframe-based animations.
1.
Timeline Controls: These controls allow you to reset, fast forward, reverse,
stop, and play an animation. The rightmost button toggles whether or not the
animation loops during playback, but it does not affect playback in the game.
(See 3. Timeline Chain .)
2.
Timeline List: A CCB file can contain multiple timelines. With the drop-
down menu, you can add, remove, duplicate, and rename a timeline, and se-
lect the currently edited timeline. In Figure 5-1 , Default Timeline is selected.
3.
Timeline Chain: This control allows you to specify the Timeline that should
be played when the current timeline playback has ended. If this is set to No
chained timeline , the Timeline will play only once. In order to loop a
Timeline in the game, you set this drop-down menu to the Timeline currently
being edited. To loop the Timeline in Figure 5-1 , the chained Timeline would
have to be changed to Default Timeline .
4.
Timeline Scale: This control scales the keyframe view underneath it.
5.
Timeline Cursor: This shows the point in time where the animation cur-
rently is. You can drag the handle to manually play the animation back and
forth.
6.
Keyframes: Those rectangular handles represent the keyframes. You can
drag them left and right to change their position. If you drag the handle so it
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