Page 112 - KEC Khaitan C8.4 Flipbook
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TIMELINE EDITOR
The Timeline Editor is used to navigate between frames, adjust Keyframes, and control animation
playback.
Playhead
The Playhead is a blue vertical line that indicates the current frame.
Click and drag Left mouse button in the scrubbing area to move it.
Use the Left or Right Arrow keys to move frame by frame.
Press Shift + Left or Shift + Right to jump to the first or last frame.
Frame Range
The Frame Range defines the animation length. By default, it starts at frame 1 and ends at frame
250. You can adjust this in the Start/End inputs in the Timeline header.
Auto Keying
When the Auto Keying (record) button is enabled, Blender automatically creates Keyframes
whenever you transform an object or bone in the 3D Viewport.
RIGGING AND ARMATURES
Rigging in computer graphics is the process of setting up relationships between objects so that
when one object moves, another reacts accordingly. This is often seen in a parent-child relationship,
where the child object follows the parent’s movements. Rigging is like creating a skeleton for your
3D model so you can move it easily, just like how bones help our body move.
In animation, the following components work together to create movement:
Model (the body): The character or object you want to animate.
Armature (the bones): The skeleton you build inside the model.
Rigging: The process of attaching the skeleton (armature) to the model so that when you
move a bone, the model moves with it.
A puppet has strings attached that allow you to move its arms and legs. In Blender, the armature
acts like those strings, and the rigging connects them to the puppet, your 3D model.
110 Premium Edition-VIII

