- [Voiceover] Our simple camera dolly shot
is five seconds in duration.
Because of the way that the VUE animation engine works,
our animation will loop over five seconds
because that's the last keyframe in the timeline.
When I press play, you'll see we reach five seconds
and then loop back to frame zero.
If we want the camera to settle down
and then sit still for a few seconds
so we can admire that landscape,
we can add a keyframe at eight seconds in.
We'll do that manually.
First, disable auto keyframing.
Go to the animation menu and disable auto keyframing.
Position the timeline play head at eight seconds.
We can see at eight seconds zero frames here.
Select the camera in the world browser,
and simply right-click on the keyframe icon.
Here, you can keyframe all of the properties
for the object or just one at a time.
And in this case of course, I want
to add a position keyframe.
And now that keyframe's been created there.
Note that that right-click menu
is also echoed in the major animation menu here.
We just have to go down a little bit deeper
through the cascading menu structure
to get to those commands, and additionally,
those commands will depend upon
which object type you have selected.
If I choose the sun, for example,
right-click on that key icon,
you see we only have three properties available.
Orientation, color, and softness.
I can't keyframe the sunlight position, for example.
Okay, so let's see what we have now with our camera move.
I'll select that camera again.
We can see we've got three keyframes here.
If we look closely, we'll see in the period of time
between five seconds and eight seconds,
the camera is moving a little bit.
It's moved forward too far and then moved back,
and that's a classic animation curve overshoot.
We can probably see that even better
if we scrub in the timeline rather than
play it at real time speed.
There's some movement in between five seconds
and eight seconds, and I want the camera
to really sit solid and still during that period.
To do that, we can edit the position curve
in the animation graph.
And we'll do that in the following movie.