Adding More Than One Keyframe
Moderators: Víctor Paredes, slowtiger
Adding More Than One Keyframe
Is there a way to add more than one (empty) keyframe to the timeline in v.5, or already in v.4?
- Lost Marble
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I'm not quite sure what you mean. There is no such thing as an "empty" keyframe. A keyframe, by definition, stores some value at a particular frame, whether that value is a position, a rotation angle, a color, etc.
By and "empty" keyframe, do you mean a keyframe that has the same value as what was there before? You can create a key like this by right-clicking in the timeline and choosing "Add Keyframe" in the popup menu. You can do this as many times as you like, so in that sense, yes, you can add more than one.
By and "empty" keyframe, do you mean a keyframe that has the same value as what was there before? You can create a key like this by right-clicking in the timeline and choosing "Add Keyframe" in the popup menu. You can do this as many times as you like, so in that sense, yes, you can add more than one.
- Lost Marble
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Here's the reason:
I usually animate in Moho by keyframing separate body parts which all have their own bone layers. In this case, certain bone or layer commands work fine. However, certain commands, for example, translating or flipping a given bone or a layer from, say, frame 1 to 12 may result in the falling apart of the character. If I can add more than one keyframe, then, I think, I can control these unwanted movements better. In other words, I can create the main movement by adjusting the position of the bone or the layer in keyframe 1 and keyframe 12 respectively, equal to key drawings or extremes in the classical 2d animation. Then, if I can add four keyframes between 1-12 on 3, 5, 7, 10; I can animate the movements more precisely with the help of the onion skin function without damaging the overall structure of the character based on separate body parts. This approach, as you can see, is closer to the idea of inbetweening in the classical 2d animation.
I usually animate in Moho by keyframing separate body parts which all have their own bone layers. In this case, certain bone or layer commands work fine. However, certain commands, for example, translating or flipping a given bone or a layer from, say, frame 1 to 12 may result in the falling apart of the character. If I can add more than one keyframe, then, I think, I can control these unwanted movements better. In other words, I can create the main movement by adjusting the position of the bone or the layer in keyframe 1 and keyframe 12 respectively, equal to key drawings or extremes in the classical 2d animation. Then, if I can add four keyframes between 1-12 on 3, 5, 7, 10; I can animate the movements more precisely with the help of the onion skin function without damaging the overall structure of the character based on separate body parts. This approach, as you can see, is closer to the idea of inbetweening in the classical 2d animation.