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Version: Reality 5.3.sp1

Animation Workflow Tips

Properties, Functions, and Function Parameters are subject to the Action module and can be animated/triggered/called through various methods as such:

  • Adding Keyframe First Approach
  • Get Value Approach
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If you create a New Action, Property Timeline Indicator will disappear because of its association with your previous Action.

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A property/function can be animated independently in different Actions.

Adding Keyframes First Approach

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Before you begin, it is crucial to know that if you adjust the value through the Properties and Functions module, you must use the Get Value option inside the Actions; otherwise, the new property value will not be registered.

This approach consists of two basic steps: adding the keyframe and then adjusting the value. To set an example, let's assume that you want to move a Camera from Point A to Point B, then Point C.

To do that:

Keyframes

  • Add the first keyframe to a property you want to animate
  • Scrub the Playhead to a different frame, add another keyframe and then change the value
  • Repeat the same process for the third keyframe.

The keyframes are ready. We first added the keyframe to the timeline in the example above and changed (registered) its value.

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The image above suggests that in their current status, keyframes have no defined interpolation, and the animation type will be Jump; in other words, the movement of the Camera will instantly occur.

Get Value Approach

To modify a property value in the Action timeline using the Properties/Function module, you must use the Get Value function to register the modified value to the keyframe.

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Get Value is a handy tool if used with the GamePad feature harmoniously.

To utilize the Get Value approach:

Get Value

  • Add the first keyframe to a property you want to animate
  • Scrub the Playhead to a different frame
  • Deselect the first keyframe
  • Change the value via Properties/Functions module
  • Go to the Actions module
  • Right-click on the Node Property Menu Circle
  • Select the Get Value, right-click again and select the Add Keyframe

Multiple Keyframe Animations

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Note that the default state of animation in the Action module is set to Jump, so this method differs from the way it is done in other applications.

To animate a property/function with more than two keyframes using interpolation in the Action module, you can use the following method:

Multiple Keyframe Animation with Interpolation

  • Add the first keyframe to a property of your choice
  • Scrub the Playhead to a different frame, add another keyframe and then change the value
  • Repeat the same process explained above for the third keyframe.
  • Select the second keyframe, go to the Interpolation dropdown menu, and select the EaseIn
  • Select the third keyframe, go to the Interpolation dropdown menu, and select the EaseOut

The image above shows an example of an animation with multiple keyframes and EaseIn & EaseOut interpolations. See Interpolations