Hello everyone, it's Jen from Olde Tinkerer Studio
In this tutorial, we will be learning how to use keyframes for animation in Blender 2.83
So, let’s get on with the tutorial
A keyframe is a marker of time that stores a property’s value
Keyframes are used to allow for interpolated animation
This means that if we put a keyframe on frame 1 and then move to frame 10 and move the cube,
Blender will automatically determine the inbetween frames
Keyframe interpolation refers to the process of filling in the data between two values –
in this case, the inbetween frames between frames 1 and 10
Keyframe interpolation is represented and controlled by animation curves (which are also called F-Curves)
We can view and modify these curves in the Graph Editor
The X-Axis of the curve represents time
The Y-Axis of the curve represents the value of the property
The keyframes are points on the curve
The Interpolation Mode specifies how the curve is interpolated from one keyframe to the next
The different Interpolation Modes can be accessed under the Key menu
By default, Blender uses the Bezier which gives us smooth curves and thus smooth animation
Bezier interpolation is controlled by handles and their positions
The different Handle types can be accessed under the Key menu
Free Handles can be moved completely independently and can be used to make sharp changes of direction
Aligned Handles are two handles of the curve point that are locked together so they point in opposite directions –
resulting is a smooth control point along the curve
The Vector Handles create linear interpolation between keyframes,
and they remain linear when the keyframe centers are moved
However, when the handles are moved the handle type switches to Free
Automatic Handles produce smooth curves
Auto Clamped Handles are used to prevent overshoots and changes in the curve directed between keyframes
The Dope Sheet can display the Bezier handle type that is associated with a keyframe
A diamond is a free handle type
A diamond represents an aligned handle type
A square is a vector handle type
A circle with a dot represents an automatic handle type
A circle is an auto clamped handle type – which is the default in Blender
The Constant interpolation type uses no interpolation at all
This type of interpolation holds the value of its last keyframe
This type of interpolation is used during the initial blocking stage in pose-to-pose animation
The Linear interpolation type creates a straight segment between keyframes
This type of interpolation is used to create infinite straight lines – i.e. a linear curve
Extrapolation specifies how the curve extends before the first, and after the last keyframe
There are two main types of Extrapolations – constant and linear
The different Extrapolations can be accessed under the Channel menu
Constant is the default extrapolation used in Blender
The curves before the first keyframe and after the last keyframe have a constant value
Linear extrapolation means that the curves are straight lines –
as defined by their first and last keyframes
To better allow you to distinguish between keyframe from different animation states or events,
it is possible to apply different colors to them
You can change the color of the keyframe by selecting it and then right-clicking to access the Keyframe Type menu
A white or yellow circle is a normal keyframe
A small cyan circle is a breakdown state
A dark gray or orange circle is a moving hold
A large pink circle is an extreme state
A small green circle is a jitter
There are three main methods for creating keyframes in Blender
The first method uses the 3D Viewport
You can simply use the “I” on your keyboard to bring up the Insert Keyframe menu
and choose which type of keyframe you want to add
You can also hover over a property (in our case, location) and press “I” on your keyboard to set a keyframe
We also have an Auto Keyframe option which is the record button at the bottom of the Dope Sheet
This allows us to add keyframes automatically when a value for a property is changed
There are three methods to deleting keyframes
The first method is to hover over the 3D Viewport and press ALT + I and select “Delete Keyframe”
The second method is to hover over a value (in our case, location) and press ALT + I
You can also remove all the keyframes by going to Object > Animation > Clear Keyframes
and then choosing “Remove Animation”
(Please note, this only works in Object Mode)
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Thanks for watching
Have a good day