Then when you run the animation, Blender will interpolate the specified transformation parameters between keyframes, giving you smooth motion over those intervals.Īt the bottom of the default Blender screen layout is a window called the timeline. You go to crucial points in the timeline of your animation, position and pose your objects/characters appropriately, and tell Blender that this is a keyframe for the relevant transformations (positioning/rotation/scaling) of those objects/characters. Actually what would happen was that the most skilled artists would create keyframes representing pivotal points in the animation (starting and ending poses in a character’s movement etc), and the lower-paid assistants would have the job of filling in all the intermediate frames to produce smooth movement between those endpoints.Ĭomputer animation works in a similar way, except here Blender is your lower-paid assistant. In hand-drawn animation (cartoons), each frame had to be drawn by a human animator (though there were some shortcut techniques like articulated character pieces, separately-moving scenery layers etc). In live action video, we can capture the frames simply by letting the camera record as the scene unfolds. But long before these were invented, it was known that you could make a sequence of drawings on pages of a flipbook, which could then be rapidly flipped by hand to produce an animation. This is the principle behind both cinema film and digital video. An animation consists of displaying a succession of frames representing successive moments in time if these are shown sufficiently quickly (at least 24 frames per second), the eye is fooled into seeing smooth movement, instead of a succession of still poses. Frames and Keyframes Ī frame is a snapshot of the scene at one moment in time.
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