unit 3 module 2 notes
unit 3 module 2 notes
The timeline is where the bulk of the animation process takes place.
This is where you control the speed at which a movie element moves, when
it enters and exits the scene, and its depth, or stacking order, in relation to
other elements in the scene.
Here you are able to set animation keys, scrub through the animation, and
change the range of time in your animation.
Notice the four boxes that comprise the Range Info, The two outer
boxes(with values 1.00 and 48.00) are the start and end of your timeline.
Keys
Keys store a value at a given time in animation.
This time is measured in frames.
Most animations have 24 frames in a second
A key frame is basically a marker used to specify an object's position and
attributes at given point in time.
To set a keyframe on the ball at the current frame, select the ball and go to
Animate→Set Key(or just hit s key in keyboard)
Session 2: KeyFrames
Select the ball, then select Animate > Set Key. (Keyboard shortcut: s )
Keyframes define "start" and "end" positions for an object and the computer
fills in the rest.
To set an individual key, right click the property in the channel box and
select "Key Selected".
When an object is selected, every frame that contains Key information for
that object will have a red bar in it.
to display the scene with Panels > Layouts > Four Panes, only the active
panel would show the ball moving.
To preview the animation at the smooth production speed (or nearly so), use
Window >Playblast.
Q. What is keyframe?
Maya uses “key frames” for animation (weal so refer to the min short as “keys”). A key
frame is basically a marker used to specify an object’s position and attributes at a given
point in time.
To set a keyframe on the ball at the current frame, select the ball and go to
Animate→SetKey (or just hits).
Q. Differentiated between the following:
1. Translate and rotate :
Translate refers to moving an object from one location to another in 3D space. Short
cut key (W)
Rotate refers to turning or spinning an object around a pivot point in 3D space. Short
cut key (E)
Difference: Translate changes the object's position in space, while Rotate alters its
orientation.
Creating Cameras
Camera
see only the camera icon
Camera and Aim
This camera includes a camera target and an aim handle for adjusting the
camera target.
Camera Attributes
2. Camera Scale: Changes the camera size relative to the scene. For
example, reducing scale to 0.5 shrinks the view but makes objects
appear larger.
3. Clip Planes: Defines which objects appear in the scene. Adjust the
Near Clip Plane to fix objects cutting off and the Far Clip Plane to
show distant objects.
Example: If the Near Clip is set to 1 unit, anything closer than 1 unit
to the camera will not appear.
Example: If the Far Clip is set to 1000 units, anything farther than
1000 units will not appear
6. Orthographic Views
o 2D views of 3D objects (e.g., front, side, or top).
o Two types: First Angle Projection (plan view below front) and
Third Angle Projection (plan view above front).
o Example: Creating flat views for texture projection.
7. Path Animation
o Animates objects along a predefined curve (path).
o Commonly used for objects like trains, boats, or cameras with smooth
motion.
o Example: Moving a car along a curved road without manually setting
multiple key frames.
Start Time
Specifies the start time of the motion path animation. Only available when
Start or Start/End in Time Range is on.
End Time
Specifies the end time of the motion path animation. Only available when
Start/End in Time Range is on.
Parametric Length
Specifies the method Maya uses to position an object as it moves along a
curve.
There are two methods: the parametric space method and the parametric
length method.
Follow
If on, Maya computes the object’s orientation as it moves along the curve. It is
on by default.
Maya aligns the object’s local axes with the front vector and the up vector so
that it knows how the object
should be pointing upwards and frontwards as it moves along the curve.
the front vector aligns with the tangent to the curve, pointing in the direction
of movement.
The up vector is perpendicular to the tangent, but you must still tell Maya which
perpendicular direction from the tangent is the up direction that you want.
World Up Vector
It specifies the direction of the world up vector relative to the scene’s world
space.
World Up Object
specify the world up object as a locator that you can rotate as needed to
prevent any sudden flipping problems as the object moves along the curve.
Inverse Up
If this option is on, Up Axis tries to align itself with the inverse of up vector.
Inverse Front
Reverses the frontwards direction an object is pointing along the curve.
Bank
Banking means the object will lean in towards the centre of the curvature of the
curve that it travels along (like a motor cycle going around a corner).
Bank Scale
If you increase the Bank Scale, then the banking effects will be more
pronounced.
Bank Limit
The Bank Limit lets you restrict the amount of leaning.
Note
You can enter a negative number for BankScale. This will cause the object to
lean out, away from the centre of the curvature of the curve, rather than in
towards the curvature.
To view the object’s local axes select the object and select Display >
Transformation Display > Local Rotation Axes.
Normal
Normals are imaginary lines perpendicular to each point on a curve or surface.
normals are used to determine the orientation of a polygon face (face normals ),
how the edges of faces will visually appear in relation to each other when
shaded (vertex normals ).