- [Voiceover] To fine tune the animation,
we can edit its function curve in the animation graph.
Select the main camera object, and in the timeline,
we have three buttons in the lower left of the timeline.
The properties, the splines, also known as
the animation graph or function curves,
and also a rendered preview.
We wanna open up the properties first,
and that's the left most icon,
and this is basically the same as the 3DS Max track view.
We can open up, for example, the hierarchy
of this main camera and see the channels within,
and this tells me in this dope sheet, like panel view here.
That the position has some sub channels that are animated
so I'll open up the position and we see we have
position x, y, and z.
The animation in this case is actually on the z channel
in the object properties,
but it's going to be in the world y axis here.
That's a mismatch that came from the fact
that I set my world up axis to y, to match my app.
So we can see that, let's also open up the function curves,
which is the splines button here,
and I'll just re-position my view window
so that we can really see this a bit better.
Giving more real estate to the camera
and the function curves here.
If I select position x in the properties, it's a flat curve.
There's no animation there.
Position y, is the forward movement,
and we can see the overshooting that we discussed
in the last movie.
To navigate in this view, you can use
the standard keyboard and mouse shortcuts.
Right mouse to move left and right, and up and down.
Control and right mouse to zoom forward and back,
but only in the horizontal dimension.
If you want to zoom vertically and horizontally
at the same time, use the wheel.
Generally speaking you'll be using the wheel
and the right mouse button most of the time.
To clean up this overshoot,
we can select this key frame here.
Drag a rectangle around it to select it,
and there are some commands available
from the right click menu.
If you right click with that key frame selected,
you can for example, set it to a default
ease in ease out interpolation,
and there that's been done.
Let's zoom back out again with our wheel,
and take a look at the overall curve.
We can make this a sharper transition here,
so that the object will come to a more sudden stop.
If we play our animation, we can see that it's kind of
slowing down and easing in over a long period of time,
but I can sharpen that up.
Getting closer, and hold down the shift key while
you drag this tangent handle, and you'll constrain it,
so it's not gonna move vertically.
It's only moving horizontally.
Juts tighten that up, and then the first key frame down here
we want it to me more or less linear.
Just select that and drag its tangent handle
to make that pretty much a linear transition here.
In my final shot, I'm actually going to fade out from black
or dissolve in from another shot, so it's going to be
already in motion on frame one,
and hold that same rate of motion until it reaches
about four seconds and maybe 20 frames,
and then slow down pretty quickly.
Alright, we'll rewind that.
Let's close some of these panels.
Close the splines, close the properties so we can see
this full screen, and play back the animation.
It's now moving forward at a linear rate,
and then slowing down a lot more quickly.
If we wish of course, we can go back
and fine tune that again.
Go back to the splines or animation graph.
Select that key frame and shift drag
to extend that a bit, and let's again fine tune.
Alright, that's how we edit animation function curves
in the timeline.