Graphics Programs Reference
In-Depth Information
Figure 19.15
second. In no time at all, you will record many frames, so I suggest that you limit your driv-
ing in the game to a few seconds of simple short moves.
Now run your game with the P key, but remember to keep it simple and short, and
press Esc to quit. After this short burst of tentative experimentation, with your actor
returned to the center of the scene in the 3D window, press Alt + the A key to see the
animation of your game movement. You probably see your object move, but it doesn't
complete all the movement you made in the game. Change the text editor window at the
RHS of the screen to the graph editor window and you will see your animation displayed
as a graph with many lines and numerous channels entered in the dope sheet panel on the
LHS of the window (Figure 19.15). Change the logic editor window at the bottom to the
timeline window, which is now full of vertical yellow stripes (key frames) (Figure 19.16).
Blender has recorded key frames at each frame of the animation. If you played the game
for 8 seconds at 60 FPS, you have recorded 480 frames, each having a key frame.
In the timeline window, your animation is set with the values “Start: 1” and “End: 250,”
therefore when you play the animation in the 3D window, you only play the first 250 frames.
Change the “End” value to equal the number of key frames shown in the timeline to see the
full animation of the game movement.
Figure 19.16
Timeline window
 
 
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