![]() Blender is one of the most popular Open Source 3D graphics application in the world. Through it's open architecture, Blender provides cross-platform interoperability, extensibility, an incredibly small footprint, and a tightly integrated workflow. ![]() Blender provides a broad spectrum of modeling, texturing, lighting, animation and video post-processing functionality in one package. The animation section in the Blender user manual.Blender is an integrated application that enables the creation of a broad range of 2D and 3D content.You can also “scrub” by dragging with LMB across the timeline, which causes the animation to run backwards or forwards at whatever speed you choose, locked to the times across which you drag. You can hop forward and backward a frame at a time with the left- and right-arrow keys, skip to the next or previous keyframe with the up- or down-arrow keys, and jump immediately to the first or last frame by holding down SHIFT and pressing left- or right-arrow. You can set the current frame time by clicking with LMB at the desired position. ![]() Yellow lines indicate where keyframes have been inserted. The vertical green line is positioned at the current frame time, and the current frame number is also displayed in the box between the start/end values and the transport controls, and at the lower left of the viewport in the 3D view window. The light grey background indicates the total duration of the animation. The numbers across the bottom are frame numbers, with your animation starting at frame 1. You can zoom the view in and out with the mouse wheel, or scroll left and right with MMB . This gives you an overview of your animation. Then when you run the animation, Blender will interpolate the specified transformation parameters between keyframes, giving you smooth motion over those intervals.Īt the bottom of the default Blender screen layout is a window called the timeline. You go to crucial points in the timeline of your animation, position and pose your objects/characters appropriately, and tell Blender that this is a keyframe for the relevant transformations (positioning/rotation/scaling) of those objects/characters. Actually what would happen was that the most skilled artists would create keyframes representing pivotal points in the animation (starting and ending poses in a character’s movement etc), and the lower-paid assistants would have the job of filling in all the intermediate frames to produce smooth movement between those endpoints.Ĭomputer animation works in a similar way, except here Blender is your lower-paid assistant. In hand-drawn animation (cartoons), each frame had to be drawn by a human animator (though there were some shortcut techniques like articulated character pieces, separately-moving scenery layers etc). In live action video, we can capture the frames simply by letting the camera record as the scene unfolds. But long before these were invented, it was known that you could make a sequence of drawings on pages of a flipbook, which could then be rapidly flipped by hand to produce an animation. This is the principle behind both cinema film and digital video. An animation consists of displaying a succession of frames representing successive moments in time if these are shown sufficiently quickly (at least 24 frames per second), the eye is fooled into seeing smooth movement, instead of a succession of still poses. Frames and Keyframes Ī frame is a snapshot of the scene at one moment in time.
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