11.2 Timeline Animation Play Buttons
The Play buttons control the Play of the Animation.
Automatic Keyframe insertion
Move to the first Frame in the frame range
Move to the previous Keyframe
Reverse Play
Forward Play
Move to the next Keyframe
Move to the last Frame in the frame range
Figure 11.4
A Keyframe is a Frame in the
Animation where you shape or pose
a Stroke.
Blender calculates the shape and
pose
at
intermediate
Frames
between selected Keyframes.
To demonstrate the basics of Animation a Stroke representing a ball will appear to bounce off a
second Stroke representing a surface.
11.3 Animation Action
Ball
Surface
Figure 11.5
Note: Keyframes at Frame
1, 10 and 20 in Figure 11.1
Keyframes at Frame 1, 15
and 30 in Figure 11.6
Consider the chain of events occurring in the Animation.
Figure 11.6
The Ball at the initial position
KF 1.
The Ball impacts the surface
KF 2.
The Ball after bouncing
KF 5.
In between KF 2 and KF 5 the Ball:
Compresses on impact
KF 3.
Bounces and resumes shape
KF 4.
KF 3
KF 1
KF 2
KF 4
KF 5
KF1 at frame 1
KF2 at frame 15
KF5 at frame 30
Blue Timeline Cursor
Timeline
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