Interpolation: The way that a keyframed value "ramps off" between each checkpoint a keyframe might be constant, truly linear, quadratic, or determined through Bézier or linear interpolation.Key Pose: Somewhere "major" that your character should land one key pose might be grabbing a glass of water, while the next might show them drawing it to their lips. In the first keyframe, it's right here-and in the next, it's moved two feet to the right, with averaged, interpolated values between each position occupying the intermediary space. Keyframe: Two unique places along the timeline where a given object or piece of geometry exists at two differing values.Armature: These are the "bones" that let you manipulate your puppet or object, deforming it predictably without worrying about the mesh losing character or integrity.
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