Objective
By setting animation keys on an object’s properties, you can interpolate between keyframes to express animation over time.
Edit the avatar’s joints to apply dynamic animations, or control the wind properties to create effects where the wind values change over time. Use these methods to create various animation effects.
Location
Main Menu ▶ Animation ▶ Animation Editor
Main Menu ▶ Window ▶ Animation Editor
Bottom Window Center ▶ Open Animation Editor icon
Side Panel Title Bar ▶ Right-click Dropdown menu ▶ Animation Editor
Add Keyframe
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Click Animation ▶ Animation Editor in the top menu.
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Click the Add Animation button at the top left of the Animation Editor to view a list of objects that can have animations.
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Select the target item to create an empty layer with no keyframes.
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Expand the created layer, set the value of a property that can be keyed, and click the
Insert Key button.
* This action works the same as clicking Insert Key in the Property Editor. -
Move the Current Frame, change the property value, and click Insert Key again to create another keyframe.
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When you play the animation between the multiple keyframes, you can see the value change over time.
Animation Layer
※Note: Recorded Cache Layer only can be cut or merged.
Animation Track
- Object Layer
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- The object layer displays the Start-End keyframe range as a bar.
- Hover the mouse over the bar to display the handles and precisely adjust its length.
- As the length of the bar changes, the keyframes in the child layers stretch or shrink while maintaining their relative spacing.
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- Property Layer
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- Actual keyframes are set on property layers.
- Property layers can also be grouped, and the parent key in the group represents the keys of its children.
- When the parent key is selected, all child keys on the same frame are selected as well, and actions such as moving, copying, deleting, or changing interpolation type are applied collectively.
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Set Keyframe
- Manual Keyframe Creation
- Change the property value of the target object in the Animation Layer or Property Editor, then click the Insert Keyframe button.
- The current property value of the target object will be set as a key at the current frame.
- Automatic Keyframe Creation
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- Enable Auto Keying.
- Manually set the first key using the manual creation method.
- After the initial key is set, any changes to the same property will automatically create a key at the current frame.
※Note: The first key must be manually set in order for subsequent keys to be created automatically on that property.
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- Copy and Paste Keyframes
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- One or more keyframes can be copied and pasted relative to the current frame.
- Meaningful paste results can only be achieved when pasting onto layers with the same data type.
- When multiple keys are pasted, they retain the same spacing relative to the current frame.
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Keyframe Interpolation Types
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- To set the interpolation type, select keys and right-click to open the context menu. Choose the desired interpolation type from the menu.
- Keyframe interpolation types can be set as follows:
To apply the same interpolation type to all child keys, select the parent key of the property and change its interpolation type. All child keys will be updated accordingly.Option Description Constant Maintains the current key's value until just before the next key. Linear Creates a straight-line interpolation between keys, producing a constant rate of change. Cubic Creates a curved interpolation between keys, resulting in smoother motion.
This is visible when three or more keys are present.
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Timeline Improvement
Playback Range Context Menu
Use the following features to easily set the playback range.
Option | Description | |
Set Start Frame | Sets the current frame as the start frame of the playback range. This menu is disabled if the current frame is larger than the end frame. |
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Set End Frame | Sets the current frame as the end frame of the playback range. This menu is disabled if the current frame is less than the start frame. |
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Clamp Range to Active Frames | Automatically adjusts the playback range to fit the span between the first and last keyframes across all layers. |
Slider Context Menu
Right-click the slider at the bottom of the Timeline and use the following options to control the Timeline view area.
Supported Objects
Keyframe animation can be applied to the following objects:
Object | Description | |
Fabric |
The following properties can be controlled:
※Note: If Use Same Material as Front is enabled for the back/side material, it will not appear in the Layer. |
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Pattern |
The following properties can be controlled:
※Note: It is possible to transition between fabrics assigned to a pattern. When switching fabrics, the property values are interpolated. |
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Avatar | The following properties can be controlled:
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Pin | The following properties can be controlled:
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Wind Controller | The following properties can be controlled:
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Simulation Property | The following properties can be controlled:
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Cache |
Recorded Cache is classified into the following two types. Caches recorded during simulation are keyed and categorized into Pattern and Trim Layers. 2. Softbody Cache Avatar motion recorded after enabling Softbody. ※Note: Cache layers can be cut and merged individually by type. |
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