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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