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Topic: Keyframing


In the News (Mon 1 Dec 08)

  
  Key frame - Wikipedia, the free encyclopedia
A sequence of keyframes defines which movement the spectator will see, whereas the position of the keyframes on the film (or video) defines the timing of the movement.
Because only two or three keyframes over the span of a second don't create the illusion of movement, the remaining frames are filled with more drawings, called "inbetweens".
In the workflow of traditional hand-drawn animation, the senior or key artist would draw the keyframes, then, after testing and approval of the rough animation, handing over the scene to his or her assistant.
en.wikipedia.org /wiki/Keyframing   (385 words)

  
 Morph target animation - Wikipedia, the free encyclopedia
In each keyframe of the animation, the vertices are moved to a different position.
Depending on the renderer, the vertices will move along paths to fill in the blank time between the keyframes or the renderer will simply switch between the different positions, creating a somewhat jerky look.
The artist has more control over the movements because he or she can define the individual positions of the vertices within a keyframe, rather than being constrained by skeletons.
en.wikipedia.org /wiki/Morph_target_animation   (369 words)

  
 Basic Keyframing in Final Cut Express
Keyframing can be used to fix audio problems, changing the volume up or down in just certain places to match the rest of the audio in the clip.
The advantage to keyframing in the Viewer is that the waveforms are displayed at a much larger size and this makes it possible to work with a greater degree of accuracy.
When keyframing the end of a clip it is essential that the playhead be on the last frame of the clip and not on the edit point.
www.kenstone.net /fcp_homepage/basic_fcx_keyframing.html   (3702 words)

  
 Keyframing
When we set a 'Keyframe' in FCP, which we set on a specific video frame either on the TL (Timeline), in the Viewer, or Canvas windows, we are 'marking' that video frame as the starting place for something to begin changing.
When we set a second Keyframe, further down the line, we are marking that video frame as the place were we want the change to be complete.
Keyframing on the TL In the TL I have a clip that I want to modify the volume in different places, decrease and then increase the volume.
www.lafcpug.org /tutorials/basic_keyframing.html   (2154 words)

  
 Loose and Sketchy Rendering Manual Pages
The value for the "Number of Strokes to Draw" parameter for frames between two keyframes is found by linearly interpolating the number of strokes from the first keyframe to the second.
The value for the "Stroke Density" slider for frames between two keyframes is found by linearly interpolating the position of the slider (and thus the amount of density) from the first keyframe to the second.
The values for each of the stroke widths for frames between two keyframes are found by linearly interpolating each width value from the first keyframe to the second.
www-viz.tamu.edu /showcase/thswkimg/sketchy/manual/manln.html   (1685 words)

  
 Keyframing: basics, hints, and tips   (Site not responding. Last check: 2007-10-31)
You can make basic keyframe animations in MAX by pressing the Animate button, and posing your character at different frames, using the scroll bar at the bottom to scrub time.
Keyframe animations exist independently for each subpart of your model, and further for each aspect of its transformation: position, rotation, and scale.
Keyframe animations affect the local transformation of each subpart, so each subpart moves relative to its parent.
www.alice.org /bvw02/keyframing   (1047 words)

  
 Spatial Keyframing for Performance-driven Animation   (Site not responding. Last check: 2007-10-31)
In traditional temporal keyframing, key poses are defined at specific points in time: i.e., we define a map from a set of key times to the configuration space of the character and then extend this map to the entire timeline by interpolation.
By con-trast, in spatial keyframing key poses are defined at specific key positions in a 3D space where the character lives; the mapping from the 3D space to the configuration space is again defined by interpolation.
The user controls a character by adjusting the position of a control cursor in the 3D space; the pose of the character is given as a blend of nearby key poses.
www-ui.is.s.u-tokyo.ac.jp /~takeo/research/squirrel/index.html   (240 words)

  
 Keyframing   (Site not responding. Last check: 2007-10-31)
The individual keyframe animations will be attached to your Character, and some script code will be printed out in the output window, which you'll want to cut and paste into your world script.
Performance degrades linearly with the number of subparts that are being animated, but is affected very little by the number of keys used or the complexity of an animation for a given subpart.
Obviously, if you're running keyframe animations on a bunch of Characters, things are going to slow down by a multiple equal to the number of copies you make.
www.alice.org /bvw2001/keyframing.htm   (1490 words)

  
 Animation here I come...   (Site not responding. Last check: 2007-10-31)
Whereas with keyframing, you only have to create two of them: the start and the finish.
Now, if you keyframed the rat, its motion path would be a spline, which the computer can recalculate if you move a few of the points.
But if you move to a new frame and move the sphere, a third keyframe will be created with the sphere at its new position.
www.bergen.org /AAST/Projects/3DSMaxTutorial/keyframing.html   (1289 words)

  
 3D Theory - Keyframe animation - Martin Baker
This means that the state of the 3d world (such as the position of all the objects in it) needs to be stored for each frame, or at least, the editor program needs some way of recreating the position of everything for each frame.
On way to reduce the work, would be to generate keyframes less frequently than this, but to allow the program to generate the frames in-between by interpolation.
The positions of objects in an interpolated frame are taken from the keyframes before and after it using a weighting function.
www.euclideanspace.com /threed/animation/keyframing/index.htm   (836 words)

  
 Keyframing in Bryce: The Advantages and Disadvantages of Two Different Approaches > Not Either/Or, but Both/And   (Site not responding. Last check: 2007-10-31)
There are no keyframes for the object; it is not animated.
The initial keyframe is set not at the beginning of the time, but at a later point in time.
A delayed initial keyframe is followed by another keyframe later in the sequence, resulting in an animated transition from one condition to another.
www.informit.com /articles/article.asp?p=20907&seqNum=4   (628 words)

  
 Animated animals
The technique that's most similar to conventional animation, keyframing requires animators to draw key frames on a computer.
Keyframing requires a lot of animator talent -- since they must draw the initial pictures.
If you know the mass of each segment and the position of the shoulder joint, you should be able to predict how the arm can move when the bicep contracts.
whyfiles.org /077comp_anim   (709 words)

  
 Hierarchical Spatial Keyframing   (Site not responding. Last check: 2007-10-31)
This is useful in cases where it is difficult to manipulate the cursor in the keyframe space (such as when there are many keyframes laid out in an unintuitive manner, which happens when keyframes are generated from an existing animation).
Besides implementing spatial keyframe nodes as a plugin, I also implemented management and interpolation for entire trees of these nodes (which was a chunk of stage 2).
Automatic keyframe space generation is either a shoddy implementation using PCA and Mixture of Gaussians or not implemented at all.
www.individual.utoronto.ca /imordatch/CSC490   (1873 words)

  
 3DTotal Tutorials   (Site not responding. Last check: 2007-10-31)
A side benefit is the highly organized structure of the keyframe data, which I will detail later.
The one draw back of straight ahead animation is that keys tend to end up all over the place.
As time goes by and the work progresses, the keyframes get messier and messier to deal with.
www.3dtotal.com /team/tutorials/lango_keyframing/lango_keyframing_01.asp   (1977 words)

  
 CGTalk - DF4 Keyframing Problems
Fusion will add a keyframe at the current time, to the animated control any time you make a change.
Another option to this might be to use the spreadsheet editor (located under the timeline editor, use the mouse to slide it up).
From there, you can add keyframes by typing in values for the time and control value.
forums.cgsociety.org /archive/index.php/t-28541.html   (684 words)

  
 3D Glossary--Keyframing - webreference.com
Keyframing is the process of assigning values to parameters at specific moments in time--that is, to specific frames in an animated sequence.
The most important parameters to be keyframed are the transformations of models (objects), the camera, and lights.
The application interpolates between the keyframes, creating the frames in between the keyframes when rendering.
www.webreference.com /3d/glossary/keyframe.html   (320 words)

  
 3D Buzz - Keyframing FCurves not working...
A car, on a path, has to stop and go 3 times around a spline, between 2 points, as you will see.
The problem occurs between keyframes 111 and 153.
This happens 2 more times, but the keyframes are only 1 frame apart that you don't notice.
www.3dbuzz.com /vbforum/showthread.php?p=627863   (107 words)

  
 3D Studio MAX 3.1 tutorials by Aaron Ross -- #5: Basic Keyframing (The Bouncing Ball, part 1)
Add two more keyframes close to the bounce point, one on either side of the impact at frame 50.
With the Select and Move command, adjust your new keyframes.
The keys can be moved through space by using the Transform Gizmo, or moved in time by dragging the key's egg icon in the Track Bar.
www.cglearn.com /tutorials/max3/05_keyframing_ball_part_1.html   (683 words)

  
 Keyframing, anyone? - The Digital Video Information Network
Well, I tried to figure out how keyframing works, or what it is in the first place.
Keyframes just allow you to animate the settings of effects or movement by graphics and such.
If you start building keyframes from the beginning, you don't have to copy and paste to make the same keyframe down the line.
www.dvinfo.net /conf/showthread.php?t=20380   (406 words)

  
 dvcreators.network forums - Problems with keyframing anchor points   (Site not responding. Last check: 2007-10-31)
Assign two keyframe points (or three or four).
For simplicity's sake, in the "Center Point" category, assign one keyframe point at the beginning of the clip and one at the end.
You can assign a keyframe coordinate-set that is outside of the actual area covered by the image.
www.dvcreators.net /discuss/showthread.php?p=3424   (610 words)

  
 Stages of Production
The wireframe models that the animators used is an example of one of the main techniques of computer animation known as keyframing.
Keyframing is where animators draw key frames on the computer that show every ½ second of the action.
Keyframing worked well for this film in particular, as the joints that are created in the wire frame (known as avars) make it difficult to create a fluid movement, thus explaining the stiffness of the toy characters.
www.mtholyoke.edu /~fhamid/webproj/webprojstages.htm   (677 words)

  
 KeyFraming in Animation -- from Mathematica Information Center
The notebook Animation.nb is a chapter from a Mathematica based computer graphics text currently being evaluated for publication.
The notebooks are concerned with kinetic and rotational keyframming.
The material covered is suitable for a junior or senior level course in computer graphics.
library.wolfram.com /infocenter/MathSource/620   (81 words)

  
 Keyframing for Color Effect   (Site not responding. Last check: 2007-10-31)
Keyframing is not possible with the color effect and XDV.
You can keyframe the color effect in Media Composer.
As of XDV 2.1 the color effect isn't keyframeable.
www.globalmediapro.com /av/messages/68749.html   (113 words)

  
 Kaydara's Motionbuilder: this product bridges the gap between keyframing and motion capture - Review - Brief Article ...
You have keyframing, which means that you define key poses (or frames) for your character and the computer creates in-between frames to fill in the gaps.
Motion capture is to keyframed animation what photos are to paintings.
You can extend it, and because the keyframes are added as a delta calculation, you are not destructively editing the original data.
www.findarticles.com /p/articles/mi_m0HNN/is_8_17/ai_90836085   (841 words)

  
 Unsmooth Keyframing   (Site not responding. Last check: 2007-10-31)
I have an issue with setting keyframes for a center point on a motion graphic that is inserted into a few moving camera green-screen shots that I have.
We shot on the Panasonic DVX-100 in 24p Advanced Mode, and captured with the 24p preset in FCP HD.
I set the first keyframe and the end keyframe, but when it goes to interpolate, the image jumps all over the place instead of moving linearly like it should between keyframes.
www.kenstone.net /cgi/discussions/general_archive.cgi?noframes;read=50132   (124 words)

  
 Beyond keyframing: an algorithmic approach to animation   (Site not responding. Last check: 2007-10-31)
The use of physical system simulation has led to realistic animation of passive objects, such as sliding blocks or bouncing balls.
The animator writes an algorithm to control the object and runs this algorithm on a physical simulator to produce the animation.
Algorithms can be reused or combined to produce complex sequences of movements, eliminating the need for keyframing.
www.cs.queensu.ca /home/jstewart/papers/gi92.html   (177 words)

  
 Final Cut Pro Transitions and Effects > Keyframing Effects in the Viewer   (Site not responding. Last check: 2007-10-31)
For the other filters, you must create the keyframes on the Viewer's Filters tab, which displays the details of the effect parameters.
Once set, these keyframes are also visible in the Timeline when Keyframe Overlay is selected.
In the far-right area of the filter parameters are the keyframe tools and timeline area.
www.peachpit.com /articles/article.asp?p=31726&seqNum=12   (385 words)

  
 Making bug
The Pixar folks focused on a straightforward rivalry among insects -- rigid animals with the simple joints that keyframe animation does best (recall the stiff-limbed toys in Toy Story).
The animators built maquettes -- physical models -- of their cast and used them to draw storyboards -- sketches showing the sequence of actions.
With keyframe animation the user specifies the viewing position at a few "key" times in the animation; then the animation program interpolates positions in-
whyfiles.org /077comp_anim/2.html   (288 words)

  
 Vegas Sabers
Keyframes are frames on the timeline that contain information about the position (and other aspect) of the saber and are represented by grey diamonds on the timeline.
Unfortunately, you'd have a pretty boring saber battle if the sabers moved in a straight line, so you are going to end up keyframing perhaps 50-70% of the timeline for each saber.
The position and angle of the saber in the intervening three frames were determined by Vegas.
www.maxent.org /video/vegas_sabers5.html   (307 words)

  
 Is this how keyframing works? - GameDev.Net Discussion Forums
I had a character that used a run cycle with only 4 keyframes.
the keyframes with the feet coming forward were long, and the step-down keyframes were fast, making it look more realistic.
As far as I know, keyframing is normally done with linear interpolation and all frames considered to be the same amount of time apart.
www.gamedev.net /community/forums/topic.asp?topic_id=121476&whichpage=1򡫠   (469 words)

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