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Overview of Keyframe AnimationEdit
Most animations are made using a method called keyframe animation. In this method, you set an object's properties at specific points in time in your animation (called "key frames") and then let Carrara figure out all the details for how to make the transition between the key frames (called "tweeners").
Example animation sequences that use this method include:
- Character walk cycles
- Objects that go through a simple transformation (e.g., move from one point to another, grow or shrink in size, rotate or revolve)
Keyframe Animation processEdit
You can specify how each object in your animation (including lights and cameras) is to be animated using keyframes by following these steps.
- Advance the Animation Sequencer time line to the frame that you want the motion effect to take place. (This will become a "key frame.")
- Select an object in the instance tab (bottom right corner of the assembly room).
- Go to the "Motion" tab (top right corner of the assembly room) and select "Keyframe." Note this may already be selected since it is generally the default method.
- Define any constraints you wish to set.
- Position (translate), rotate, and scale the object using the transformation options.
- Check the Animation Sequencer to make sure changes were
- Select the Tweener between the keyframes.
Repeat these steps as needed for the entire animation sequence.
Tips and Techniques for Loading and Editing ObjectsEdit
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More on How to Load and Edit ObjectsEdit
Daz3D Documentation SupportEdit
Carrara 7 User's Guide - pp. xx - xx.
Carrara 8 User's Guide - pp. xx - xx.
Daz3D Forum PagesEdit
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