![]() ![]() This is something to keep in mind, as in that situation it may be difficult to tell which keyīelongs to which object and how many keyframes a single red tick may represent. Conversely, if you selected more than one animated object, the keyframes of all the combined objects wouldīe displayed on the timeline. If you deselect the ball, the keys willĭisappear from the timeline until you reselect it. Note that the timeline will only display keyframes of the object you have selected. (Alternative modes of keyframe interpolation will be discussed in the Graph Editor Exercise.)įor the sake of testing, create several more keys randomly along the timeline: The keyframes are probably set to "stepped" mode, which means that a keyframe will stay in effect until the next key is reached. The ball should switch between its old and new positions. Move the time slider to a different frame and use the translate tool to alter the ball's position before keying.Īfter you set the key, scrub the time slider back and forth across the timeline. In keyframing will be explained in further detail a little later. You may also notice that the attributes in the Channel Box have turned pink, an indication that the object has been keyed. A red tick mark should appear on the timeline near the slider, indicating that you have "keyed" the ball on the current frame. To set a keyframe on the ball at the current frame, select the ball and go to Animate → Set Key A keyframe is basically a marker used to specify an object's positionĪnd attributes at a given point in time. ![]() Maya uses "keyframes" for animation (we also refer to them in short as "keys"). To step the time slider back or forward one frame. To send the time slider to the beginning or the end of the playback range, and The timing of Play Every Frame is variable. You can alter the playback options by right clicking on the timeline and choosing Playback Speed → Real-time or Play Every Frame.įor now make sure that the playback speed is set to Real-time, as it is the best approximation of your animation's timing, whereas Or to play the time slider either backwards or forwards respectively. To the right of the timeline are the playback controls. You can also just edit the values manually. Left click and drag the center of the bar to move it around, or drag To move this window, you can manipulate the gray bar inbetween the range values. Essentially, the timeline is just a window into the overall animation of the scene. The two outtermost numbers ( 1.00, 60.00) are the start and end times of the entire animation, while the inner numbers ( 1.00, 30.00)ĭesignate the part of our animation that the timeline shows. You can also "scrub" the slider across the timeline by left clicking and dragging the mouse left and right. To change the slider's position, simply left click anywhere on the timeline. ![]() Its position represents the scene's current animation frame, information also indicated by the value The dark gray bar is called the time slider. You can think of it as a summary of your animation. Though relatively simple it is extremely useful. Placed directly below the viewport, the timeline is the most visible animation tool in Maya. We generallyĪnimate in 30 frames per second, so click the Animation Preferences button ( ), go to the Settings category, and makeĪlso, for the purpose of this exercise, in Animation Preferences go to the Animation category then set Default in tangent to Clamped Before continuing this exercise, download and open ball.ma, a scene containing a simple ball. Now that you have learned how to model, shade, and light objects in Maya, it is time for you to learn how to make ![]()
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