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In this chapter, we'll be looking at Keyframe Animation. I've got a scene loaded up here with some simple transform animation. I've animated the Position and Rotation of the logo, and the Position of the camera. So I want to talk a little bit about what keyframing is. A keyframe is a user defined value at a point in time. What that means is, for example, with this logo, I've established that the logo is at a certain position here on frame 0, and it's at a different position here two seconds later.
The computer has filled in all the in-between values. So keyframing is the foundation of all computer animation, whether it be 2D, 3D, Flash, 3ds Max; all computer animation is based on this idea that we can define some value for a parameter, such as Position. We can define that as one value at a certain point in time, another value at a different point in time. The computer is going to fill in all of the blanks. It's very different from traditional hand-drawn animation in which artists literally have to draw every single frame one at a time.
But in computer animation, we can interpolate, or fill in the blanks, between these user-defined values. So the computer does all the in betweens for us. So that's a basic concept here is keyframe animation is based upon interpolating values between user-defined values at certain points in time. Those user defined values are called keyframes.
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