Key Frame Animation – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
(Created page with "{{Stub}} Category:Arma 3: Editing")
 
No edit summary
Line 1: Line 1:
== Overview ==
It's all about '''Key Frame Animation''' with real time preview with '''3DEN''' integration.
A '''Key Frame''' is a location on a timeline which marks the beginning or end of a transition. It holds special information that defines where a transition should start or stop. The intermediate frames are interpolated over time between those definitions to create the illusion of motion. This interpolation is performed mathematically by the '''CPU'''.
'''Keyframing''' is the simplest form of animating an object (be it 2D or 3D). Based on the notion that an object has a beginning state or condition and will be changing over time, in position, form, color, luminosity, or any other property, to some different final form. '''Keyframing''' takes the stance that we only need to show the "key" frames, or conditions, that desribe the transformation of this object, and that all other intermediate positions can be figured out from these.
This system is all about interpolation and can be used for the following:
* '''Camera Scene / Cut-Scene''': Camera path and timing
* '''2D animations''': Ability to animate UI controls on screen
* '''3D animations''': Ability to animate objects in the 3D world
* '''Numeric animation''': Ability to animate any number transition
The low level system also includes a library of '''Non-Linear Interpolation''' methods that can be used independently from the rest
{{Stub}}
{{Stub}}
[[Category:Arma 3: Editing]]
[[Category:Arma 3: Editing]]

Revision as of 12:49, 30 November 2017

Overview

It's all about Key Frame Animation with real time preview with 3DEN integration. A Key Frame is a location on a timeline which marks the beginning or end of a transition. It holds special information that defines where a transition should start or stop. The intermediate frames are interpolated over time between those definitions to create the illusion of motion. This interpolation is performed mathematically by the CPU.

Keyframing is the simplest form of animating an object (be it 2D or 3D). Based on the notion that an object has a beginning state or condition and will be changing over time, in position, form, color, luminosity, or any other property, to some different final form. Keyframing takes the stance that we only need to show the "key" frames, or conditions, that desribe the transformation of this object, and that all other intermediate positions can be figured out from these.


This system is all about interpolation and can be used for the following:

  • Camera Scene / Cut-Scene: Camera path and timing
  • 2D animations: Ability to animate UI controls on screen
  • 3D animations: Ability to animate objects in the 3D world
  • Numeric animation: Ability to animate any number transition

The low level system also includes a library of Non-Linear Interpolation methods that can be used independently from the rest

Template:Stub