2009

Table Of Contents
Creating clips with Trax
A clip is a time-independent sequence of animation data for one or more
animated attributes that you create from existing animation (keyframe
animation, expressions, constraints, motion capture data, and so on). A clip
is time independent, allowing you to position, scale, and cycle a clip
independently of other animatable attributes or other clips. This means you
can arrange the clips into a particular sequence, and then play it back to see
the results. You can adjust the timing, length, and rearrange or edit the same
clips in a different order to modify the motion sequence.
Most commonly-used clips are reusable sequences of animation that are easy
to sequence or blend with other clips. For example, suppose you create three
clips: a karate punch, tumble, and kick. You can run the clips in any order,
and you can repeat clips or blend the motion between them. You can scale
or cycle clips to alter the time frame over which the animation occurs. You
can either return the clip to its original state or reload a duplicate of the original
source clip and begin again. In this way, the Trax Editor allows you to
experiment with animation sequences on a character.
In the steps that follow, you key some animation for the aircraft and then
create clips from the keyed animation for use in the Trax Editor.
To create keyframe animation for the aircraft
1 From the perspective views panel menu, select Panels > Orthographic >
front.
The panel updates to display the aircrafts side from the front view.
2 In the front view, click on the aircraft to select it.
3 In the Channel Box, set the following:
Translate X: -25
The aircraft is repositioned at -25 along the X axis. The aircraft disappears
from the front view because it has been repositioned outside of the
viewing area.
4 Dolly and track the front view until the aircraft appears on the lower left
hand side of the front view as shown below.
228 | Chapter 6 Animation