Commit 14a09a6d authored by Vidya Narayanan's avatar Vidya Narayanan
Browse files

animation guide videos

parent 48974882
......@@ -6,19 +6,8 @@ permalink: /guide/animate/
# Animate
When you select the Animate tab, a timeline window will show up at the bottom of your screen.
[picture here]()
Animation is performed by creating **keyframes** and **interpolating** between them.
### Posing
Once you have [rigged](../rig) an object with a skeleton, it can now be posed by selecting a joint and changing its pose i.e., joint rotation.
Once you've implemented **inverse kinematics** and **skinning**, as you change the pose, the mesh will deform.
[picture/video here](TODO)
Different poses can be set as keyframes to animate the object.
### Keyframes
A keyframe associates an object's pose with a specific frame in the timeline.
......@@ -31,13 +20,20 @@ To create a keyframe for an object:
- Click on a keyframe in the timeline, and press `Clear` to remove it.
[gif/video here](TODO)
![animating-cow](../animation/task1_media/animate_cow.gif)
To see your animation, press `Play [space]` . Once you've implemented **spline interpolation**, intermediate frames are generated by interpolating object poses between keyframes.
Check `Draw Splines` to visualize the spline along which objects are animated.
[picture here](TODO)
![view-spline](./animate-mode/guide-animate-spline.png)
`Add Frames` inserts 90 empty frames into the timeline. `Crop End` deletes frames from the selected location to the end of the timeline.
### Posing
Once you have [rigged](../rig) an object with a skeleton, it can now be posed by selecting a joint and changing its pose i.e., rotating the joint.
Once you've implemented **inverse kinematics** and **skinning**, as you change the pose, the mesh will deform.
Different poses can be set as keyframes to animate the object.
<video src="{{ site.baseurl }}/guide/animate-mode/guide-posing-rig.mp4" controls preload muted loop style="max-width: 100%; margin: 0 auto;"></video>
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