1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"><!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" -->
3<head>
4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
5<meta http-equiv="Content-Style-Type" content="text/css" />
6<!-- InstanceBeginEditable name="CSS の相対パス指定" -->
7<link href="../../../common/manual.css" rel="stylesheet" type="text/css" />
8<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" -->
9<title>Animation Curves</title>
10<!-- InstanceEndEditable -->
11</head>
12<body>
13<div>
14  <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" -->
15  <h1>Animation Curves</h1>
16  <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" -->
17  <p>This section describes the types of <I>animation curves</I> you can configure in CreativeStudio's <B>Curve Editor</B> panel.</p>
18  <h2>About Animation Curves</h2>
19  <p>An <I>animation curve</I> is a curve that controls animations. To read details about animation curves, see <a href="../../../glossary/index.html#animation_curv">here</a>.</p>
20  <h2>Key Frames</h2>
21  <p>This section describes key frames.<br /> The table below lists the types of information that can be stored in animation curve <I>keys</I>.</p>
22  <table>
23    <thead>
24      <tr>
25        <th>Information Type</th>
26        <th>Description</th>
27      </tr>
28    </thead>
29    <tbody>
30      <tr>
31        <th>Frame</th>
32        <td>Time specifying a key.<br /> Specifies the number of frames.</td>
33      </tr>
34      <tr>
35        <th>Value</th>
36        <td>The key's value.<br /> The value to specify differs depending on the animation elements.</td>
37      </tr>
38      <tr>
39        <th>Slope</th>
40        <td>The key's slope.<br /> Specifies the vertical length for a horizontal length of 1.</td>
41      </tr>
42    </tbody>
43  </table>
44  <p> </p>
45  <p>You can  select from among <I>four animation-curve formats</I> to fit your purpose of using animation.</p>
46  <p>The table below describes the <I>animation curves</I> you can work with in CreativeStudio.</p>
47  <table>
48    <thead>
49      <tr>
50        <th>Type</th>
51        <th>Description</th>
52      </tr>
53    </thead>
54    <tbody>
55      <tr>
56        <th>Constant</th>
57        <td>The value between keyframes is always constant.</td>
58      </tr>
59      <tr>
60        <th>Step</th>
61        <td>The value between keyframes changes at irregular intervals.</td>
62      </tr>
63      <tr>
64        <th>Linear</th>
65        <td>The value between keyframes changes linearly.</td>
66      </tr>
67      <tr>
68        <th>Hermite</th>
69        <td>The value between keyframes changes smoothly.<br /> By moving the slope for both keyframes, you can adjust the key slope.</td>
70      </tr>
71    </tbody>
72  </table>
73  <h3>Constant Format</h3><!-- #BeginLibraryItem "/Library/glossary_animation_curve_constant.lbi" --> <!-- コンスタント形式 ( constant curve ) -->
74  <p>Constant format only saves a single <I>value</I> for each key. It doesn't perform any special calculation.</p>
75  <!-- #EndLibraryItem --><p>The figure below shows constant format. The horizontal axis is time (frames) and the vertical axis is the value.</p>
76  <img class="user_guide_chart" src="assets/animation_curve_constant.png" alt="Constant Curve"/>
77  <h3>Step Format</h3>
78  <!-- #BeginLibraryItem "/Library/glossary_animation_curve_step.lbi" --> <!-- ステップ形式 ( step curve ) -->
79  <p>Step format saves a set of key information consisting of a <I>frame</I> and a <I>value</I>. The value at a given frame is looked up based on the value at the previous frame.</p>
80  <!-- #EndLibraryItem -->
81  <p>The figure below shows step format.</p>
82  <img class="user_guide_chart" src="assets/animation_curve_step.png" alt="Step Curve"/>
83  <h3>Linear Format</h3>
84  <!-- #BeginLibraryItem "/Library/glossary_animation_curve_linear.lbi" --> <!-- リニア形式 ( linear curve ) -->
85  <p>Linear format saves a set of key information consisting of a <I>frame</I> and a <I>value</I>. The value at a given frame is calculated by <I>linearly interpolating</I> between the values of the two neighboring keys.</p>
86  <!-- #EndLibraryItem -->
87  <p>The figure below shows linear format.</p>
88  <img class="user_guide_chart" src="assets/animation_curve_linear.png" alt="Linear Curve"/>
89  <h3>Hermite Format</h3>
90  <!-- #BeginLibraryItem "/Library/glossary_animation_curve_hermite.lbi" --> <!-- エルミート式 ( hermite curve ) -->
91  <p>Hermite format saves a set of key information consisting of a <I>frame</I>, a <I>value</I>, and <I>slope</I>. The value at a given frame is calculated by using the <I>Hermite formula</I> to interpolate between the values of the two neighboring keys.
92  </p>
93  <!-- #EndLibraryItem -->
94  <p>The figure below shows Hermite format.</p>
95  <img class="user_guide_chart" src="assets/animation_curve_hermite.png" alt="Hermite Curve"/>
96  <p class="hint">When specifying a key, specify one of four keyframe formats depending on the intended use of the animation to reduce the <I>amount of data</I> that must be stored in each key and the <I>amount of calculation</I> that must be done to interpolate between keys.</p>
97  <h2>Creating an Animation Curve</h2>
98  <p>This section explains how to create an animation curve.</p>
99  <h3>Adjusting Slope</h3>
100  <p>When a keyframe is in <I>Hermite format</I>, you can create a smooth animation by adjusting the slope. To read details about slopes, see <a href="../../../glossary/index.html#slope">here</a>.</p>
101  <p>The figure below shows an example where the left-side slope value is set to 1.0 and the right-side slope value is set to 1.0.</p>
102  <img class="user_guide_chart" src="assets/animation_curve_slope_value01.png" alt="Slope Values"/>
103  <p>The figure below shows an example where the left-side slope value is set to -2.0 and the right-side slope value is set to 2.0.</p>
104  <img class="user_guide_chart" src="assets/animation_curve_slope_value02.png" alt="Slope Values"/>
105  <h3>Creating Animations for Specific Uses</h3>
106  <p>You can create <I>Hermite format</I> and <I>linear format</I> animation curves depending on the intended use of the animation.</p>
107  <h4>One-time Animation</h4>
108  <p>This is an animation with different starting and ending frame states. Create an animation curve for an animation that will be played through once.</p>
109  <p>The figure below shows a sample animation curve for a one-time animation, created in CreativeStudio from frame 0 through frame 4.</p>
110  <img class="user_guide_chart" src="assets/animation_curve_onetime_anim.png" alt="One-time Animation"/>
111  <p>If you play only integer frames, the five frames 0, 1, 2, 3, and 4 are displayed. If you play in slow motion in CreativeStudio, frames 0.0 through 4.0 are displayed, and from frame 4.0 to 4.99, the displayed image is static.</p>
112  <h4>Loop Animation</h4>
113  <!-- #BeginLibraryItem "/Library/glossary_animation_curve_loop.lbi" --> <!-- ループアニメーション ( animation_curve_loop ) -->
114  <p>A <I>loop animation</I> is an animation in which the ending frame transitions smoothly into the starting frame. To create one, create an animation curve that will transition smoothly when looped.</p>
115  <!-- #EndLibraryItem -->
116  <p class="warning">Create an animation curve using a 3DCG tool so that the start frame and end frame are in the same state.</p>
117  <p>The figure below shows a sample animation curve for a loop animation, created in CreativeStudio from frame 0 through frame 4.</p>
118  <img class="user_guide_chart" src="assets/animation_curve_loop_anim.png" alt="Loop Animation"/>
119  <p>If you play only integer frames, the four frames 0, 1, 2, and 3 are displayed. If you play in slow motion in CreativeStudio, frames 0.0 through 3.99 are displayed. When playback reaches frame 4.0, the display loops back to frame 0.0.</p>
120  <h2>Outputting an Animation Curve</h2>
121  <p>This section explains the process of <I>baking</I> that is done when the animation curve is output.</p>
122  <h3>Animation Curve Baking</h3>
123  <!-- #BeginLibraryItem "/Library/glossary_animation_curve_bake.lbi" --> <!-- アニメーションカーブのベイク ( bake animation curve  ) -->
124  <p><em>Animation curve baking</em> is an optimization process performed when outputting an animation created with a 3DCG tool as game data.<br /> When an animation curve is created using methods such as Hermite curve interpolation, the calculations required to interpolate between two neighboring keys requires some processing overhead. By &quot;baking&quot; the animation curves, programmers and artists can keep this calculation overhead in check.</p>
125  <!-- #EndLibraryItem --><!-- InstanceEndEditable --> </div>
126  <div class="footer" />
127</div>
128<hr><p>CONFIDENTIAL</p></body>
129<!-- InstanceEnd --></html>
130