In animation, both classic (hand-drawn) and computer-based, the main animator would draw only the "key" frames to designate where a character or object would appear at certain points In classic animation, in-betweeners (apprentice animators) would then draw all the in-between frames to create the illusion of smooth "morphing" between keyframes In computer graphics, the computer program calculates the transitional frames The ability to set keyframes on a time line is a hallmark of a professional animation package DX is, by that definition, not a professional animation package However, one can emulate keyframes by creating, for example, certain camera views, recording them into a list, then playing them back after splining between them and resampling the splined curves at higher resolution to create in-between frames
Main tool for controlling the content of frames in an animation Keyframes define settings such as the position of a clip when displayed on the screen at a specific point in time Each animation has a beginning keyframe and an ending keyframe Additional keyframes can be added to create or manipulate the desired animation
A frame in a sequence which specifies all of the attributes of an object The object can then be changed in any way and a second keyframe defined The program automatically creates a series of transition frames between the two keyframes, a process called "tweening " Infini-D uses a modified version of keyframing that is "event-driven," based upon events in time rather than frames This allows for more flexibility when designing and modifying an animation
key frame
Turkish pronunciation
ki freym
Pronunciation
/ˈkē ˈfrām/ /ˈkiː ˈfreɪm/
Etymology
[ 'kE ] (noun.) before 12th century. Middle English, from Old English c[AE]g; akin to Old Frisian kEi key.