| Always learning new stuff
Join Date: Jul 2002 Location: Merignac, France
Posts: 11,102
| | Third Part: Animation of the Target and Curve Editor | | | In the previous scene, start by aligning your target with the car, like the picture below shows. It will set the starting position of the target and then the animation. Because of the Look at modifier, the camera looks at the target, and then the car. If needed, open another viewport window and set it to the camera. By doing this you will have a monitor to preview what your camera is looking at. | | |
| | | Now it's time to switch to the curve editor. In the Sequencer, a small button on the top left (shown with the red arrow) lets you switch between the default timeline and the Curve editor. | | |
| | | Click on the Target line title. On the right side a set of colored dots appears. This means that actually, for the selected element, no animation is yet set. Now, take care of that graphical part: two red and blue dotted lines are visible, along with a green one. Why so many lines? Because Carrara shows the animation’s data for rotation, scale and rotation, horizontally for the time, and vertically, for the value. Because this object doesn't have any animation, the curves are flat. | | |
| | | Go back to the 3D view and go the 1 second point (at the end of the car animation) ,select the target (1) and put it on the opposite alignment to let it seek the car movement (2). | | |
| | | Take a look again at the curve editor and you will see a modification has been applied to the curve: the lower red one rises to the top of the editor and now has a small square at the end (like other flat curves). This means that at 1 second, a keyframe has been created and has a value of 18 while at 0 seconds the value of the keyframe is at -6. The straight line means that the movement is linear (like the car animation at the beginning). | | |
| | | Now it's time to focus on these curves. To have a better view of them, we have to zoom on them using the zoom function (1) and filter these curves by opening the target information on the left part of the curve editor until the position (X,Y,Z) line is selected. You should have only three curves left: position X (red), Y(green) and Z (blue). | | |
| | | It's now time to change this animation, as it is too linear. For the first step, select both keyframes of the X (red) curve, at the beginning and end (1) and click on the Spline Tangent button (2). You should see two small red dots on the line (3). | | |
| | | If we focus on the preview-generated dots, we can see that clicking and draging them creates a Bezier curve. The principle is to drawing the curve position/time by changing this Bezier handles to modify this curve. Pick the handle of the first keyframe at time 0 (1) and put it down, like laying it on the floor (1), then do the same for the second keyframe at time 1 but lay on the top (2). The curves now look like the tweener of the car we modified before with the Bezier type tweener. Play the animation and you will see how the target starts, accelerates, has its constant speed, decelerates, and then stops, as the car did. | | |
| | | But using the curves like that is a little bit restrictive because using the tweener preset is a lot faster. The real advantage of the curve editor is that you can create different animations without creating extra keyframes. Again pick the handle of Keyframe 0 and move it down (1). The curve itself goes down to the original value (2), which means that the movement will go backward before going forward... and without changing the original keyframe! (3)
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| | | Below is the animation of the target from the camera’s point of view. If we look closely, we’ll see the target go backward before going forward, creating a "counter movement".
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| | | For the conclusion, it is important to notice that a keyframe can be added only on one curve (Y for example) and then define a movement only on this curve, without affecting the other curve. On the same scene, you can select the Y/Blue curve and edit its handles and put both of them on the top... and watch the result! This was only a small sample of what you can do with the Curve editor, but keep in mind that it's a really powerful tool for animation. You can even use it for animating shaders, morph targets, and more! | |