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Blender Animations Josh Fujita-Yuhas. Beginning Animation Default vs. Animation view Timeline – Keyframes F-Curve Editor Dope Sheet.

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Presentation on theme: "Blender Animations Josh Fujita-Yuhas. Beginning Animation Default vs. Animation view Timeline – Keyframes F-Curve Editor Dope Sheet."— Presentation transcript:

1 Blender Animations Josh Fujita-Yuhas

2 Beginning Animation Default vs. Animation view Timeline – Keyframes F-Curve Editor Dope Sheet

3 Animation View Changes screen layout to a focus on animation tools Displays F-Curve Editor and Dope Sheet

4 Timeline Displays keyframes in yellow Start and End frames, total number of frames, and current frame displayed below Playback tools Record button - press this to begin animating

5 Timeline Keyframes are points where data is recorded about objects (position, rotation, and scale) Placement of keyframes adjusts when objects begin to move Number of frames an object has to move adjusts the speed at which it does Object speed/movement/rotation/scale can also be modified using the F-Curve Editor

6 Timeline (Animating) Move your object to a starting point, set current frame to 1 Press record Move your object to an ending point, set current frame to 250 Play

7 F-Curve Editor Lines in the graph correspond to object values (Loc, Rot, Scale) Adjusting interpolation mode (Linear, Bezier, and Constant) changes how object transitions (constant, accelerating, or instant)

8 F-Curve Editor Open Key tab to adjust interpolation mode/insert new keyframes Keyframes can be adjust here as well as in the Dope Sheet

9 Dope Sheet Lists all animations Lists values for each keyframe attached to the object Keyframes can be moved just like an object. Select using Right Click, press g, type +/- #, hit enter

10 Dope Sheet Selecting higher in hierarchy selects everything relevant below Relevant Hotkeys: – i = new keyframe – g = move (object or keyframe)


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