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A keyframe determines the actual value of a parameter, such as location, rotation, color, at a given tick.
Bongo fills in the gaps between the keyframes using tweening. Default tweening between keyframes is usually a reasonably smooth transition, but each keyframe holds information about how the system should calculate the in-between frames.
In Bongo animation, you create the important frames of a sequence, then the software fills in the gap. For example, you can specify, the starting and ending position of an object, such as a circle. Bongo smoothly translates the object from the starting point to the ending point. You can correct the result at any point, shifting keyframes back and forth to improve the timing and dynamics of a movement, or add keyframes to further refine the movement.
The Keyframe Editor allows setting and changing every possible parameter stored in a keyframe. The settings displayed depend on the type of entity being animated.
The left panel displays the animated entities in a tree structure. The right panel displays the settings for the selected animated entity at the specified keyframe. The color-coded keyframe numbers are shown at the bottom of the right panel. Selecting an entity in the tree and a keyframe number in the panel displays the properties for that entity at that moment in the animation.
The first item in the Keyframe Editor tree is the name of the current animation. This will be Default until you add animation sets to your model.
Limits what is shown in the Keyframe Editor to animated parameters only.
Enables morphing transforms.
The object's position at the specified keyframe in x, y, and z-coordinates.
The object's rotation angle at the specified keyframe.
The object's scale at the specified keyframe.
An expression is a function that determines how a parameter will be calculated from another set of values or inputs.
See: Expressions.
Object properties and materials can be animated and will be recorded when changed in Animate mode.
The following object properties can be animated:
Color
Visibility
Object material
Diffuse color
Gloss finish
Glossy color
Transparency
For more information, see the Rhino help topic Material Editor Panel.
The following light properties can be animated:
On
Color
Shadow intensity
For more information, see the Rhino help topic Lights Panel.
The following layer properties can be animated:
On
For more information, see the Rhino help topic Layers Panel.
The following sun properties can be animated:
Date/Time
Daylight saving minutes
Daylight saving on
Daylight saving time on.
Enabled
Latitude
Longitude
Timezone
The sun's timezone.
For more information, see the Rhino help topic Sun Panel.
The following basic material properties can be animated:
Ambient color
Bitmap Texture Amount
Bitmap Texture Filter On
Bitmap Texture On
Bump Texture Amount
Bump Texture Filter On
Bump Texture On
Color
Emission color
Enable diffuse lighting
Environment Texture Amount
Environment Texture Filter On
Environment Texture On
Flamingo library
Gloss color
Gloss finish
IOR
Reflectivity
Reflectivity color
Transparency
Transparency color
Transparency Texture Amount
Transparency Texture Filter On
Transparency Texture On
For more information, see the Rhino help topic Material Editor Panel.
The following camera parameters can be animated:
Lens length
Location
Rotation
Target
Named view
Note: Named view data and the values set by Lens length, Location, Rotation, and Target are mutually exclusive. The values either come from a named view or they come from the separate (Lens length, Location, Rotation, and Target) values.
For more information, see the Rhino help topic Viewport Properties Panel.
The weight of a keyframe determines how much of the keyframed parameter is applied to the objects.
Multiple constraints cause the object to be affected by several different constraint conditions at the same time. Initially, these constraints will have equal weighting and Bongo will constrain the object evenly between the constraint conditions.
Keyframed positions can also have a weighting in the final position of the object when the object is also constrained, for example, to a curve.
Weighting is useful when an object is multiply constrained. Keyframes can alter the weighting of the constraints at a given tick, moving the object away from or towards constrained conditions during the course of the animation. Any value above zero causes the object to be affected by that constraint. Weights are measured relative to the weights of other constraints. For example, a constraint weighted at 10 will have half the effect of another constraint weighted 20 at the same tick.
Weighting also applies to expressions.
Common uses for weighting and multiple constraints include:
See: Tweening.
Next article: Render Animation
© 2021 Created by Scott Davidson.
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