Page 1 of 1
Right mouse click = interpolation?
Posted: Wed Sep 22, 2010 9:37 pm
by withoutaclue
Where can you find out more about the functions when you right click on screen e.g noisy, cycle, ease in etc. I can't find anthing in the manual.
Posted: Wed Sep 22, 2010 9:46 pm
by funksmaname
Create a circle, use layer translation to move it across the screen at 3 seconds with 1 keyframe - then change the first key (or frame 0 if you didnt set a key at frame 1) to each of the settings - you'll quickly see what they all do.
only tip is, cycles are to be put on the last frame of a sequence, as they cycle BACK in time - the rest of the settings only effect the time moving forward up to the next keyframe...
Reading helps but there's only 8 possible options to try, so probably quicker and more efficient to just experiment!

Posted: Fri Sep 24, 2010 6:10 am
by neeters_guy
This is from Anime Studio 6: The Official Guide by Kelly L. Murdoch (pbk 1-4354-5561-4):
Smooth: Causes the interpolated motions between adjacent keys to be smooth to produce a gradual transition.
Linear: Causes the interpolated motions between adjacent keys to be constant to produce a straight line.
Ease In/Out: Gradually slows the motion as the key is approached and, likewise, gradually leaves the keys as it moves to the next one.
Ease In: Causes the interpolated motions between adjacent keys to be slowed as it approaches a new key.
Ease Out: Causes the interpolated motions between adjacent keys to gradually increase as it moves away from a key.
Step: Cause the position of the current key to remain until a new key is encountered and then the position of the new key is immediately jumped to.
Noisy: Causes the interpolated motions between adjacent keys to be jittered like it is controlled by a noise function.
Cycle: The animated section that is cycled repeats indefinitely.
Of course, these are just definitions that don't really explain how and when to use them. You'll learn best by experimenting as Funks advises. Also, search the forum for threads about specific interpolation types (ie., known bugs, workarounds, etc.).