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Adding and controlling keyframes

From: LightWave 10 Essential Training

Video: Adding and controlling keyframes

Creating an animation in LightWave might not be as hard as you think. To do so, we're going to start with simply just the camera. We're not going to put any objects in the scene. You're going to see how simple this is. I've set my Timeline to 300 frames, giving me a ten second animation. I've got my Camera selected and I'm looking at it from a Perspective view. I'm going to start at frame 0 and I make sure that my Auto Key is on. So what happens is anywhere I move my Timeline, whenever I move that camera, or a light, or an object, it will be recorded in that time space. So I'm going to start over here.

Adding and controlling keyframes

Creating an animation in LightWave might not be as hard as you think. To do so, we're going to start with simply just the camera. We're not going to put any objects in the scene. You're going to see how simple this is. I've set my Timeline to 300 frames, giving me a ten second animation. I've got my Camera selected and I'm looking at it from a Perspective view. I'm going to start at frame 0 and I make sure that my Auto Key is on. So what happens is anywhere I move my Timeline, whenever I move that camera, or a light, or an object, it will be recorded in that time space. So I'm going to start over here.

I'm just going to move my camera up by clicking and dragging on the green handle, and let's say I want to go all the way to the back of the frame about 150. Okay, now here is a little trick that I use for creating animations. I set up my final resting spot or at least half way if there is a big turn. So I want the camera to jump down the frame and then come back. So I'm actually going to grab the blue handle and push it all the way down. What you're going to see is this little motion path that's created. That will actually determine and show you how that camera is moving.

You will also notice that there is a little yellow mark where the 150 is. That means a keyframe has automatically been created, and at frame 300, I want it to be back at 0. Well, instead of just moving it back to 0, because I want it to be at the exact same place. Here is little trick. I'll come back to frame zero, and then I'll hit Create Key. I am creating a key for the Selected Item At-- well, not at zero, but at 300. And I want it to be for the Position, the Rotation, and the Scale of that item.

So while I had the camera already set as a keyframe at frame zero, I want to copy that keyframe, so I'm simply just going to add existing position, then hitting Create Motion Key, and telling it make that same position at 300. And what happens is this. If I hit the Play button, the camera moves forward at 150 and then comes back. It's exciting, isn't it? And then of course, the animation starts over. Well, let's say in between that, I needed to move my camera left or right.

Perhaps this light, let's go to frame zero. Perhaps this light is in the way and we want the camera to pass around it. I am going to move up my view just a little bit. Back to the camera. So my light's in the way, and it needs to just kind of pass around that. How would we do that? Well, if I try to guess what frame I need to move beyond this light just to move around it, I probably would be wrong, and what would happen is the camera would move at a certain speed, and then kind of jerk around the light, and then perhaps move too slow.

But by setting the first keyframe and then the last keyframe, the computer has interpolated those frames in between. So now I know that right here is frame 53. That's a little bit arbitrary and most likely I would have keyframed it 40 or 50, or 45, something more even. So I'm just going to select frame 53, and then I'm going to grab the green handle and pull the camera aside. But what you're going to see is that the motion path automatically starts going to that next keyframe. So at frame zero, I am starting out and then it's going right to 53.

Well, I want it to stay in a straight line until it gets close to the light and then passes around it. So right about here is where I would need it to start coming out around the light. So I'm just going to move to that frame, select the right-handle here, and just pull that over, and now you can see I'm straightening out that Timeline and the camera comes and moves around slowly. But keeps the same motion path, keeps the same constant motion. And by the same token you can come to the backside of it, right about here, and then just move that back in place.

So now I've created not a very complex animation, but something with little motion. If I wanted to do a little bit more perhaps at frame 53, I can grab the green handle and pull that up, or I can select Rotate and I can give it a little bank, so that when I go back to frame zero by hitting the Rewind button down here. Hit the Play button to the right. It starts banking around the camera. If I go to the very last frame at frame 300, I can even rotate it this way.

What happens is that the computer does its best job to interpolate. So you see it already has an angle going into that last frame. So it's not very hard to set up keyframes in LightWave. But let's say you wanted to move one of these. There is a little trick here. If you move your arrow right above this Timeline, you'll see a little arrow pop up, kind of looks like a little Christmas tree. If you click that, you're going to see an additional Timeline. What that allows you to do is select over any of these keyframes and you can move them by clicking and dragging. You could select one of them, right- click, and you can copy those keys, paste those keys, delete them, and that's the same Delete Key you're going to see right here as well.

But a lot of times you might just want to adjust and it's quickly added to your Timeline just like that. So now things happen a little bit differently. And I can take this keyframe here and maybe I want it to instead of 150, get down to the back at a 139, and maybe I don't want it to happen at 300. Maybe I want it to come back to the front really fast. So I'll just click and drag that keyframe up to 180. Watch what happens now. So the same motion path happens here. Watch how quick it comes back.

Just like that, I was able to edit the keyframes quite easily. So working with the timeline is not that hard. A lot of times you're going to just worry about the numbers, and you shouldn't. Worry about what you see in the motion, and if it doesn't feel right, tweak it a little bit and the way you can tweak it is with this additional timeline above the regular timeline. You can always close that out just by clicking back on it to keep your interface neat. So, creating keyframes works very well with Auto Key. It can be used for lights, for objects, and for cameras, as well as surface properties, color values, and many other things throughout LightWave.

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This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5152 viewers

Dan Ablan
Author

 
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  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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