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222 Creating Animations<br />

3. From the dialog, choose to Run Length either to the beginning/end <strong>of</strong><br />

the storyboard, or to objects a set number <strong>of</strong> keyframes before/after<br />

the currently selected object (choose the Run length drop-down menu,<br />

pick N Keyframes and enter a number <strong>of</strong> keyframes to copy to).<br />

4. Click OK.<br />

You'll also find some useful options on the Run menu which can also<br />

be used to manipulate objects between keyframes or along the<br />

whole animation run.<br />

Some other settings affect how objects animate along the animation run. These<br />

are hosted on the Easing tab and control object rotation, temporal tweening,<br />

natural motion, and how keyframes obey a Keyframe camera. The settings are<br />

applied between key object "segments" (and will apply until the next key object)<br />

or throughout the animation's run depending on the Apply to Whole Run check<br />

box setting (unchecked or checked, respectively). When the option is unchecked,<br />

objects can adopt different combinations <strong>of</strong> settings independently <strong>of</strong> each other.<br />

To configure a "segment", select the first Key object ( ) then configure settings<br />

in the Easing tab (with Apply to Whole Run unchecked).<br />

Clockwise<br />

Rotation<br />

Temporal<br />

Tween<br />

Natural<br />

Motion<br />

When checked, any rotation between objects is performed<br />

clockwise. Uncheck to rotate in a counter-clockwise direction.<br />

Check to tween evenly between keyframes or over the whole<br />

storyboard (ignoring individual keyframe's time durations).<br />

Uncheck to honour any keyframe time durations. This is kept<br />

checked in most instances.<br />

When checked, animation occurs along a smoothed curving<br />

path through objects. Uncheck to animate along straight<br />

paths, with distinct "cornering" along the object's motion path.

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