Graphics Reference
In-Depth Information
on the right side of the window. The curves can be selected and edited just like a mesh in the 3D view, with
the Tab key, to fi ne tune animation timing. How your objects move between the keyframes you have set is
decided here.
The Interpolation type you choose determines how the object acts between the keyframes. The default, called
Bezier, produces smooth transitions between keyframes, beginning and ending slowly with a more constant
rate of change in the middle. The Linear interpolation type changes the value at a uniform rate, produc-
ing abrupt stops and starts in motion. The Constant type that we are using here signals that there will be no
interpolation between the keyframes at all. The value of the previous keyframe is held intact until another
keyframe is encountered, at which point the new value is used.
If you are working along, you can hold off on changing your characters' curves to Constant interpolation just
so you can easily see the difference in effect when you do.
Proceeding Through the Story Reel
With your fi rst camera created, the shot composed, and characters positioned and keyed, you can move on
through the story reel. Find the next frame on which the camera angle changes. Add a new camera, name
it, and begin the process again. As you work through the rest of the story reel, you will develop a series of
named cameras that correspond to timeline markers and character positions that will allow you to visualize
your storyboards in 3D for the fi rst time. Depending on how many camera angles there are in your anima-
tion, you may end up with something that looks like Figure 7.28.
Figure 7.28 The template scene fi le for The Beast
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