3d:animating

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3d:animating [2025/04/01 22:44] – [Inverse Kinematics] mh3d:animating [2025/04/10 22:51] (current) – [Animations] mh
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 Same works for **''SHIFT'' + ''D''** to duplicate keyframes and **''SHIFT'' + ''S''** to scale a selection of keyframes. The **'';''** key changes the pivot point just as it does in the layout views. Same works for **''SHIFT'' + ''D''** to duplicate keyframes and **''SHIFT'' + ''S''** to scale a selection of keyframes. The **'';''** key changes the pivot point just as it does in the layout views.
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 +When scaling down a set of keyframes, be aware that the spacing between the keyframes might change. Once that's set, scaling them back up will conserve the new spacing and not revert automatically back to the old one. For this reason, it's best to scale up/down to a multiple of the original duration (eg. 24frames with keyframes every 3 frames scales well down to 16 but not to 12)
  
 **Children** inherit the animations of their **parents** but can have animations of their own. **Children** inherit the animations of their **parents** but can have animations of their own.
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 +==== Animating Loops ====
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 +When animating loops, put the first keyframe on frame 0 not on frame 1, because when the loop occurs on the last frame it will jump back to frame 1 and not repeat the same keyframe.
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 +When animating symetric rigs on loops, it can be handy to get a first keyframe in, copy it to the end, and halfway through copy a flipped keyframe pose with **''SHIFT'' + ''CTRL'' + ''V''**.
  
  • 3d/animating.1743540265.txt.gz
  • Last modified: 2025/04/01 22:44
  • by mh