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Time
 

Film and video images are often referred to as
frames and most animation is measured using frames as the main unit of time.
The relationship between
these frames and real time differs depending on
whether you are working with video, film or other
digital media.
By default, Maya plays at 24 frames for every second.

Time Code

Time code is a frame numbering system that assigns
a number to each frame of video that indicates
hours, minutes, seconds and frames. This is what
gets burned onto video tape. This gives you an
accurate representation of time for synchronization.
You can set up time code display in Maya from the
Preferences window.
 

How Objects Are Animated Using Keyframes

Keyframe animation is created by capturing values for attributes such

as translation or rotation at key points in time. An animation curve is

then drawn between the keys that defines or interpolates where the

object attribute would be at all the in-between frames.

Animation curves can be viewed as a graph where time is mapped

to one axis and the animated attribute is mapped to the other. In Maya,

virtually every attribute can be animated in this manner. The way in

which you set keys and control the in-between motion determines the

quality of an animation. As scenes become more complex, you will

learn to create control attributes that can drive the motion of different

parts of your scene to help simplify the process of setting keys.

Keyframe animation

The most familiar method of animating is

called keyframe animation. Using this

technique, you determine how you want the

parts of your objects to look at a particular

frame, then you save the important attributes

as keys. After you set several keys, the

animation can be played back with Maya

filling motion in between the keys.

When keys are set on a particular attribute,

the keyed values are stored in special nodes

called animation curves nodes. These curves

are defined by the keys which map the value

of the attribute against time. Shown below is

an example of several animation curve nodes

connected to a transformation node. One

node is created for every attribute that is

animated.


 Dependency graph showing curve nodes

Once you have a curve, you can begin to

control the tangency at each key to determine

the quality of the motion in between the main

keys. You can make your objects speed up or

slow down by editing the shape of these

animation curves.

Generally, the slope of the graph curve tells

you the speed of the motion. A steep slope in

the curve means fast motion while a flat curve

means no motion. Think of a skier going

down a hill. Steep slopes increase speed while

flatter sections slow things down.

You will learn how to set keys in Lesson 1

and how to edit the animation curves in

Lesson 2. You will then continue to set keys

throughout the rest of Learning Maya.

Path animation

Path animation is already defined by its name.

You can assign one or more objects so that they

move along a path which has been drawn as a

curve in 3D space. You can then use the shape

of the curve and special path markers to edit

and tweak the resulting motion.

You will learn how to set up and edit path

animations in Lesson 13.

Reactive animation

Reactive animation is a term used to describe

animation in which one object is animation is

based on the animation of another object.

An example of this technique would be

moving gears where the rotation of one gear

is linked to the rotation of other gears. The

animator can then set keys on the first gear

and all the others would be animated

automatically. Later, when the animator

wants to edit or tweak the keys, only one

object needs to be worked on and the others

update reactively.

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