Bluefish444 Create3D Manual do Utilizador Página 79

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In Curve Editor mode the larger panel on the right draws the curve itself. The curve can be
resized visually with the use of the horizontal and vertical scroll bars. The horizontal scale
represents the value of time, the vertical one the value of the parameter. Individual keyframes are
shown as small gray dots on the curve. These dots can be selected and moved with the usual
drag&drop. During the drag, the curve is adjusted as much as possible to the size of the window
to keep it visible all the time.
You can also set the animation to be applied as relative to the current value of the animated
property by checking the Relative transform box. This way, if e.g. Translate X has a keyframe
animation that changes from 0 to 1 and the current value of Translate X is 0, the first time you
play back the animation, Translate X will be animated from 0 to 1, but the second, from 1 to 2, the
third time from 2 to 3, etc.
As already mentioned, in Curve Editor mode the button “L” switches on the loop menu needed for
defining a cycle in the animation of a parameter.
Parts of the animation curve (or the whole curve) can be repeated in a loop in each animation, for
which the loop parameters of the currently selected keyframe should be set:
loops: here the number of cycles is shown. If the number is -1, you get an endless cycle,
it starts over until you clear the Objects of that Page from the screen which usually takes
the form of an animate off type Action. If the loop value is positive, the animation is
repeated the number of times the loop value is set to then continues toward the next
keyframe, if there is one.
Start key: here you can set the keyframe which is the start point of the loop. 0 represents
the index of the first keyframe in the animation.
End key: here you can set the keyframe which is the end point of the loop. 0 represents
the index of the first keyframe in the animation.
OK button: Accept the loop settings and close the loop menu.
3. Type of animated parameters
As we have seen in the description of the properties of objects, their value can be numerical (real
numbers or floating point in computer terms), it can be the index of a value chosen from a list
(integer number) and can also be text. The text of a Text object, too, can be “animated” with
keyframes, but in this case the animation curve has no significance. The text of the Text object
takes the value set by the keyframe when playing arrives at the time point of the keyframe. Until
then the previous text can be seen and there is no transition between the two. With parameters
defined by integer numbers you cannot expect to see fine movements in the animation curve. The
reason is that the value of the curve is always rounded to the closest integer number.
The animation of parameters which can take the form of real numbers (among many others,
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