Animation - mhulse/3d-wiki GitHub Wiki
- B to select multiple
- X for delete
- Arrow keys left right for advance 1 frame
- Arrow keys up and down to jump to next/previous keyframe
- SHIFT + arrow key left and right to jump to beginning or end of visible timeline
To open the dope sheet, make a split window view and choose “Dope Sheet” from the “3D viewport” menu.
On frame 1, select your object in 3D view, and press I key. This will bring up a list of options that you can apply keyframes to (for example, location).
In the dope sheet view, move the playhead line to desired frame number; in 3D view, press I key again. Choose the same keyframe item as before (location).
You can now drag back and forth the playhead line to see your animation.
Split 3D view and set one view to the “dope sheet” and switch the “editing context” to “action editor”:
You may find that turning off either of these options may yield desirable results depending on situation; for example, disabling rotation of a “chest” bone can make the rig behave/look and animate better:
Use B to select, then SHIFT + D for duplicate, and move to desired location.
In 3D viewport, in pose mode, with all bones selected type CMD + C; move your timeline down and then press SHIFT + CMD + V to paste a reverse pose. From there, you can press I to insert keyframes.
This technique is used to fill out the second half of a walk cycle.
OPTION + A
If you end on frame 33, set timeline end frame to 32, thus avoiding duplicate frames for first and last frames.
Use OPTION + A to play animation, and then H to hide selected bones (in pose mode).
Hover over keyframe area and press the T key.
Note: When blocking out an animation, it can help to set your keyframes to “constant interpolation”.
When between two keyframes for selected bones, press SHIFT + E and you can drag side to side to see an interpolation between the two keyframes.