Intro to Animation
๐โ ๏ธ๐งContent not yet finished ๐งโ ๏ธ๐
Everything below represents notes for Sepha to finish the YouTube vid and article with.
Anything can be animated, but mostly bones and curves will be.
We need a skeleton with bones.
We animate by setting keyframes.
The framerate of the timeline can be changed.
Translation, Rotation, and Scale can be "keyed"
Keys will either be orange, green, etc depending on if they are keyed, and if they are keyed on this keyframe or not.
Key frame timing can be moved, and scaled, (but not rotated)?
There is a dope sheet, an action editor, and a curve editor as the main interfaces
The exact interpolation of the keyframes can be manipulated in the curve editor
Curves can have varying types of interpolation
Curves can be "looped"
Animations can be stored either 1. Fully on the timeline or 2. In "Takes" via the action editor
Animations cannot be exported to all file types (OBJ etc doesn't accept them, FBX does)
The intermediate animation content will surround making "good animations" which mostly consists of following the principles of animation. Give them a disclaimer, that Sepha sucks at animation.
I inserts a key.
Keys can be automatically set whenever a property changes provided that Auto keying is enabled.
The timeline scrubber shows your current frame.
Spacebar starts and pauses an animation
The frame length of the animation can be changed
F-Curves (float curves) can be given different interpolations
Linear is flat
Constant = flip booking with no in betweens
Onion skinning helps us see our neighboring keyframes.
Constraints can also be animated, but this is in general rare.
When exporting, animations can be baked - I dont know if this is good to tell a begginer yet.
Maybe get them to animate a ball.
Congratulate them for finishing the first area of the course, and prep them for their assingment.
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