Animating Component Positions

Each position on the animation slider is a key-frame time. You may set the position and orientation for each shape at each key-frame time on the slider. When the animation is played, 3DCrafter will interpolate positions between these key-frames.

As you set-up your animation, the currently selected shape's path is displayed as a positioning aid. Colored points indicate key-frame non-interpolated positions. A red point indicates a path origin, or sub-path origin. Sub-paths are used to indicate a non-curved point in the animation path.

AnimationPath.gif (6772 bytes)

DeleteAll.gif (138 bytes) resets all the group key-frames for the scene. This results in the loss of all animation information for the scene.

DeleteHS.png (918 bytes) resets the currently selected component's animation key-frames. This results in the loss of all animation information for the selected component.

Basic key-frame functions are provided on the animation toolbar. 3DCrafter Pro users can also use the animation timeline for more advanced key-frame functions.

ControlPointNone.gif (908 bytes) will be in a "pushed" state whenever the shape you are animating is at an interpolated position rather than a key-frame position. If not "pushed", you can click on this to cause the current animation time to use an interpolated position rather than a key-frame position.

ControlPointBlue.gif (129 bytes) will be in a "pushed" state whenever the shape you are animating is at a key-frame position. If not "pushed", you can click on this to cause the current shape's position to become a fixed non-interpolated position.

ControlPointRed.gif (129 bytes) will be in a "pushed" state whenever the shape you are animating is at a path origin, or sub-path origin key-frame position. If not "pushed", you can click on this to cause the current key-frame position to be the beginning of a sub-path.

ControlRepeat.gif (902 bytes) creates a repeating animation. All key-frames for the selected shape will be repeated continuously. Note that the key-frame for the current time will be set to equal the first key-frame in the animation in order to create a continuous animation.

There are times where interpolation will produce unexpected results. Our animation interpolator must be given enough information to determine what it is you intend. For example, if you want a shape to rotate an entire revolution, you must provide a minimum of 3 orientations for the shape. If you give only two orientations, the interpolator cannot determine if you wanted the shape to rotate a half revolution, and then back, or an entire revolution.