Showing the ghost outlines of the Ball at preceding Keyframes is called Onion Skinning. This

is an aid to positioning and reshaping Strokes as the Animation is constructed (more on this

later).

At this point Keyframes have been inserted in the Timeline at Frames 1, 15 and 30. Figure 11.13

Keyframes

Jump to First Frame

Play (the Animation)

You may click the Jump to First Frame button followed by the Play the button to see a very jerky

simulation or click, hold and drag the Timeline Cursor to Scrub the Animation. In either case the

Ball will jump from its position at Frame 1 to Frame 15 then on to Frame 30. With the Play button

activated the Timeline Cursor continues to move until it reaches Frame 250 then jumps back to

frame 1 and proceeds to repeat the play. Obviously refinement is required,

When the Play button is activated it changes to a

Stop button which you may press at any time.

Figure 11.14

When the Animation Action was mapped out, Keyframes KF 4 and KF 5 were included. When the

Ball contacts the Surface it will compress on impact then go back to its original shape as it

bounces up. Including this in the Animation is an example of a minute refinement to create

realism. This will be included at this point but bear in mind the action will still be jerky until it is

smoothed out.

Position the Timeline Cursor at Frame 17. In the 3D View Editor, in Edit Mode, with the Ball

selected, Scale the down on the Z Axis and position the Ball just touching the Surface. Move the

Timeline Cursor to frame 19 and reshape the Ball (Scale Up on the Z Axis).

Scale down on the Z Axis

Reshape the Ball (Scale up on the Z Axis)

Figure 11.15

Frame 17

Frame 19

114