Week 4

 Nesting, Axis change and Polygons








Having a strong Parent/child hierarchy for bouncing ball and character animation means designing, with purpose, which item being keyframed should be first or second (or third) in the herirarcy.

usually the correct order is: Travel>Scale> Rotate

Switching between cameras and keyframing when they should switch using the STAGE



Converting Parametric Primitives to Polygons:


Changing where the center axis on an object is (The object cannot be a primitive- it must be converted to a polygon first)

Keyframing whether an object is visible or not using the Basic tab of the Attribute Editor for that object:













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