Note: Renaming in the Properties

Keyframes are automatically entered at Frame 1 in

Editor, Layers Tab automatically

the Dope Sheet Timeline Editor as indicated by the

renames the Stroke channels in the

small diamond shapes at Frame 1 under the

Timeline.

Timeline Cursor.

Timeline Cursor at Frame 1 (blue)

Figure 11.10

Keyframes

Entered when Stroke Drawn

Frame Channel

Change the 2D Viewport Editor to Edit Mode.

For simplicity, assume that the Ball descends to the Surface in half the Animation Time, that is

over 15 Frames, then bounces to the position at the end of the Animation at Frame 30.

Drawing Strokes with the Timeline Cursor at frame 1 has entered Keyframes at Frame 1. Position

the Timeline Cursor at Frame 15 (click on the blue rectangle at the top of the Cursor line, hold

and drag to Frame 15). The frame Number changes as the Cursor is moved. You may also

simply click LMB at Frame 15 in the Frame Channel.

In a complicated Animation sequence you may have difficulty positioning the Cursor at a specific

Frame in the Timeline. To accurately position the Cursor, mouse over on the Frame Number

Slider in the lower right hand corner of the Timeline. This is actually in the Timeline Editor

Header. Click, hold and drag the double headed arrow that displays to change the Frame

Number or click on either of the chevrons that display to increment the number or retype a

number.

Click, hold and drag the double headed arrow

Click a Chevron

Timeline Editor Header

Figure 11.11

With the Timeline Cursor positioned at Frame 15, select the Ball, IN EDIT MODE and move it

down until it just touches the Surface Line (click, hold and drag). Position the Timeline Cursor at

Frame 30 and move the Ball to its final position.

Figure 11.12

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