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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