Graphics Reference
In-Depth Information
Fig. 13.2 In this sequence, the yellow fi gures are keyframe poses and the white fi gures are
in-betweens (Model courtesy of Neville Marcinkowski, poses courtesy of Tessa el Miligi)
require tweaking to get the motion the way you like it (Fig. 13.2 ). For instance, if
you are animating the arm of a character as a sword is raised, you may want to add
a secondary animation to one of the fi ngers, without changing the primary anima-
tion of the arm. If you do this, you will have changed an in-between frame for the
fi nger into a keyframe.
13.3.3
Timeline
A timeline is a list of frames for a scene that allows an animator to scrub, or move,
from one frame to the next. This tool is essential to understanding what animation
looks like when played and for fi nding specifi c keyframes to edit.
13.3.4
Animation Graph
An animation graph is a chart that shows where keyframes are located relative to the
timeline. The keyframes are connected by curves that users can adjust to affect how
the in-betweens are created. The animation curve could accelerate towards a
keyframe or jump directly to it. It might instead smoothly transition from one
keyframe to the next. The animation graph is a very important tool for controlling
animation sequences.
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