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Optionally, you can select an existing animation from the Current Animation drop-down list and click Duplicate to create a copy of the currently selected animation. Learn more about managing multiple animations. If you have an existing ArcGIS Desktop map, globe, or scene document that contains an animation file, the animation will not be imported into your project. Creating an animation often requires iterative updates and improvements.

Action Analysis: Video Reference

You can view the animation path, and the edits you make to it, by turning on the Path option in the Display group. This will allow you to visualize your edits as you make them. The camera path is automatically interpolated between your keyframes so you can update, insert, or delete keyframes to change the camera path.

Learn more about improving the camera path. Changing the timing between keyframes will change the speed at which the camera travels along the path. By default, the transition time between keyframes is three seconds. You can either edit the default Append Time value for each newly created keyframe, or change the value between keyframes by selecting the keyframe from the Keyframe Gallery on the Animation Timeline pane and opening up their respective properties. The Keyframe List drop-down control also allows you to select and edit values for keyframes.

Learn more about updating animation timing. Finally, you can modify the interpolation method that the camera uses to move in space between keyframes. The default camera transition type is fixed path, which guarantees a tight, reliable curve between locations. Use the Animation Timeline pane or Animation Properties pane to switch the transition type.

The Animation tab

You can interactively make edits as needed using the Keyframe Galley by clicking the transition symbol on the keyframe thumbnail and using the expanded list of options. The Properties pane is useful to update a set of multiple keyframes at the same time. The available transition types are as follows:. Learn more about animation transitions. When your animation is ready, you can export it to a video using one of the predefined settings or your own custom settings. When you click the Export Movie button , a new pane appears.

The predefined video settings include YouTube, Vimeo, HD, and HD, but the output format, resolution, frames per second, and quality can all be configured as needed. Optionally, you can also define and save custom settings for future use. Learn more about exporting an animation. Feedback on this topic? Skip To Content. Back to Top. Examples of animations include the following: Previewing a parade route camera animation in 3D Communicating rezoning impacts on critical habitats layer animation in 2D Visualizing historical population changes time animation in 2D Viewing individual floors for a building range animation in 3D The Animation tab The Animation tab is a contextual tab, so it only appears when the active map or scene contains an animation.

Display group In the Display group, you can control the visual feedback of the path and keyframes of your animation. Create group The Create group is where you begin to build your animation. Edit group The Edit group contains tools for modifying an animation. Playback group Playback controls allow you to review your animation. Overlay group Overlays are text or image elements added to the animation to provide additional information.

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Becoming a 3D Animator: What It Takes and How to Get There

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Exceptional customer service. Standard shipping is ground. All deliveries in business days. Routledge, These guys were creating an art form and where pushing each other to constantly improve. This included Babbitt bringing in an art teacher more on that in a future post and purchasing a 16mm camera for him to shoot film reference to study movement.

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Frank Thomas and Art Babbitt talking about video reference. From the fantastic Babbitt Blog. Often at Disney comedians, vaudeville actors, and the voice actors themselves where shot on a stage in costume for the animators reference Cinderella was the first Disney feature where the whole film was shot in live action prior to animation. However, when the frames of the reference was traced, the resulting animation was lacking in life and felt flat which is the same result you get when importing the video reference into a CG package and positioning the character over the reference.

But the animators found it extremely helpful in coming up with different or unique acting choices, understanding how difficult shapes turn in space, costume follow through and overlap and to study the body mechanics. I love these two clips from Alice In Wonderland which show the comparison between the live action reference footage and the final animation. This really made me understand how I could best use video reference. You can see in the first clip at 20 seconds where the animator has found great inspiration in how the foot drags along the floor, the hands coming up and then dropping to her lap in frustration and the little head shake.

But you can also see where they have pushed the poses, made the hands clearer as she holds them up before dropping them back into her lap and how the timing and spacing is different to get more spark and life.