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Tutorial: Understanding Keyframe Interpolation and Using the Curve Editor

In this tutorial, we will explore how to analyze and adjust the interpolation of keyframes using the Dopesheet and Curve Editor. Follow the steps below to enhance your animation skills.

Observing Animation Speed

  • Play the Animation:

    • Playing the animation reveals that the ball's speed is constant. The interpolation between the two keyframes is linear.
  • Selecting Keys:

    • Click on the Position parameter name to select all the keys on that line.

    • A frame will surround the keys, allowing you to move the entire set left or right by clicking the middle point.

  • Compressing or Extending Animation:

    • Use the handles on the left and right to compress or extend the animation duration.

Using the Dopesheet and Curve Editor

  • Undo Changes

    • Use the UNDO command to revert your last action, but keep the keys selected.
  • Switching Modes

    • The Timeline contains several modules represented by buttons at the top right. Currently, you are in ###Dopesheet mode###.

    • Switch to Curve Editor mode to visualize the curves of the selected parameter and its animation keys.

  • Understanding Curves

    • The red curve represents the evolution of the X value, which remains constant (a straight horizontal line).

    • The green curve illustrates the Y value, indicating the ball's vertical movement from the first key (650) to the second key (-400).

Adjusting Keyframes in the Curve Editor

  • Viewing Tangents

    • Selecting a key will reveal its tangents, which we will cover in a more advanced tutorial. For now, let's undo any changes to restore the tangents to their original positions.
  • Navigating the Curve Editor

    • Similar to the Dopesheet, keys can be selected and moved within the Curve Editor. Use the ++spacebar++ or middle mouse button to navigate.
  • Reframing the View

    • Click the button at the top right to reframe the view in the Curve Editor based on the selected keys or all existing keys. You can also use the F key for this function.
  • Familiarization Exercise

    • Take a moment to practice moving and reframing your view on the selected keys in the Curve Editor.

Changing Interpolation Modes

  • Accessing Interpolation Modes

    • Selecting keys in the Curve Editor provides access to various interpolation modes on the right.

    • The interpolations listed under the Ease sections define how the animation transitions from the current key to the next without considering the tangents.

  • Understanding Interpolation Icons

    • The key icon representing a rightward square indicates that this key will span the entire animation, following the defined interpolation to the next key.
  • Applying Bounce Mode

    • Selecting the Bounce mode from the ###Ease Out### section changes the interpolation but not the values of the two keys.

    • Switching back to Dopesheet mode reveals that the icon for this key has been modified.

  • Changing Interpolation During Playback

    • While keeping the selected key active, you can play the animation based on the Work Area and interactively change the interpolation mode during playback.
  • Experimenting with Quadratic Mode

    • The Quadratic mode in the Ease In section will gradually slow down the ball as it approaches the ground.

    • The same mode is available in the Ease Out section, allowing the ball to accelerate before stopping abruptly when it touches the ground.

  • Returning to Bounce Mode###

    • Let's go back to the Bounce mode in the Ease Out section to make our ball bounce realistically upon hitting the ground.

Summary

In this section, we learned how to:

  • Focus the timeline on selected keyframes.

  • Switch from Dopesheet mode to Curve Editor mode.

  • Change the interpolation of keyframes for more dynamic animations.