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Working with Keyframe animation<br />

Creating Animations 211<br />

When compared with Stopframe animation (see Getting started with animation<br />

on p. 205), Keyframe animation <strong>of</strong>fers a more powerful and efficient animation<br />

technology—it saves having to declare every frame, letting your computer do the<br />

hard work! Essentially, the technique lets you create only user-defined<br />

keyframes through which objects animate, with each keyframe containing Key<br />

objects which can be assigned a position, rotation, attributes, etc.<br />

Intermediate steps between Key objects are created automatically and produce a<br />

smooth pr<strong>of</strong>essional-looking inter-object transition (this is called Tweening);<br />

Tweened objects are created as a result. You won't see these intermediate steps<br />

showing tweened objects by default, but they exist transparently between key<br />

objects throughout your animation.<br />

The Storyboard tab is the workspace for laying out your animation "story" in a<br />

chronological keyframe-by-keyframe sequence (from left to right). On export,<br />

your animation will play in this direction. Using the above "bee" animation in<br />

the tab illustration as an example, the bee is animated, while the sun and<br />

"Buzzzz" text remain static objects.<br />

By adding objects (bee and sun) to a starting keyframe it's possible to<br />

automatically copy (or more correctly run forward) those objects forward when<br />

you create subsequent keyframes. This in itself doesn't affect animation, but it's<br />

the repositioning <strong>of</strong> a run forward object (such as the bee) in later keyframes that<br />

creates "movement."<br />

Once keyframes are created, the animator has a great deal <strong>of</strong> control over how<br />

objects are run forward (or even backwards). You can introduce objects<br />

anywhere on the storyboard (so they appear for a limited time), and either run<br />

them forward or backwards by a specific number <strong>of</strong> keyframes (or right to the<br />

start or end <strong>of</strong> the storyboard). The "Buzzzz" text in the above example will only<br />

show from keyframes 3 onwards (i.e., from 6 seconds).

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