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Keyframe interpolation basics, Using the keyframe editor – Apple Motion 2 Getting Started User Manual

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108

Chapter 3

Your No. 2 Pencil

Using the Keyframe Editor

While the Timeline shows an overall view of the objects and effects in your project and
their relation to each other in time, the Keyframe Editor provides an editable, graphic
representation of how your effect changes over time. Animated parameters appear as
curves in a graph in the Keyframe Editor—the values of each keyframe define the
shape of the animation curve. In the editor, you can add or remove keyframes, move
keyframes in time, change the interpolation of the curve or individual keyframes, and
save custom curve sets.

Like the Timeline, you can keep a tidy house in the Keyframe Editor by controlling the list
of displayed parameters. You can choose to show all parameters for a selected object,
only animated parameters, or all active parameters. Active parameters follow whatever
you are currently editing, whether in the Canvas, Dashboard, Inspector, and so on.

Keyframe Interpolation Basics

As mentioned in “

Keyframe Basics

” on page 103, interpolation is what Motion uses to

set the parameter values for the frames in between keyframes. Since keyframes are
set to specific values, the in-between frames must be “filled in” with values to create a
smooth transition between the two keyframes. Motion uses the following
interpolation methods:

Constant: Creates a constant value (a straight line) between keyframes with no
interpolation. This results in sudden changes at keyframes.

Linear: Creates a straight line (a uniform value) between keyframes with
interpolation that creates sharp angles at large changes in value.

Bezier: The default interpolation method; creates smooth curves that allow you to
change the slope of the curve at the keyframe. This is the most common
interpolation method, and allows you to create animations in which an object eases
in or out of a specific value.

Continuous: Continuous creates smooth curves without editable keyframes. For
example, if you have three keyframes, the implied tangent at keyframe 2 is parallel to
a line between keyframes 1 and 3.

Ease In: Creates a flatter curve at the frames coming in to the keyframe, resulting in
the object slowing down as it approaches the keyframe. This is the equivalent of
manually lengthening a point’s tangent handle.

Ease Out: Creates a flatter curve at the frames going out of the keyframe, resulting in
the object slowing down as it moves away from the keyframe.

For more information, see Chapter 6, “Keyframes and Curves,” in Motion Help.

2505.book Page 108 Wednesday, June 30, 2004 5:58 PM