hogwarden opened this issue on Oct 08, 2003 ยท 3 posts
padawanNick posted Wed, 08 October 2003 at 10:28 AM
There are at least two ways to get a "jerky" animation: Option 1: You could set two key frames, several frames apart, to have identical postitions, followed immedately by a new postition....argh, here's an example: Frame 1: Ball at (x,y,z) 1, 1, 1 Frame 6: Ball at (x,y,z) 1, 1, 1 Frame 8: Ball at (x,y,z) 13,12, 8 Frame 13: Ball at (x,y,z) 13,12, 8 Frame 15: Ball at (x,y,z) 5, 8,12 Frame 20: Ball at (x,y,z) 5, 8,12 Got it? This way the ball sits, jumps to a new position, sits, jumps, etc. This is nice because you can do all the work in the main workarea, but you do have extra baggage to create multiple key frames for each location. Option 2: Define just one key frame for each position (as you are now.) Then, go into the Motion Lab, locate the object you want in the list, and you can modify the motion flow. Instead of a nice diagonal line, you want to set up a staircase, where each step jumps up exactly on each key frame. The advantage is that you only need one key frame per position, but the drawback is that you will have to reconfigure your "steps" in the motion lab anytime you add or remove a key frame. Fianlly... For complex camera moves, personally, I usually set up a target object for the camera to track at all times. This object (usually a sphere for me) is set with Hidden Checked, so it never appears in a render, but, by linking it to the camera as a target object, the camera will always look at it where ever it goes. With this configuration, you can animate the camera position freely, but still keep it pointing exactly where you like by animating the hidden "target" object independantly. The result is flowing, complex camera manuevers that always keep the desired subject in frame. Hope this helps. Have fun.