About the Dope Sheet
The Dope Sheet is another window used for editing keyframes. You can move, scale, cut, copy, paste, and delete in it, much as you can in the timeline and the Graph Editor. It has the advantage of offering a simple, clear way to move the keyframes of multiple objects in time. For this reason, it's most helpful for adjusting the timing of many objects
Figure 12.48. The Dope Sheet is
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1. |
Create four joints in the front view. Start at the center of the grid and place them one grid unit apart in the positive
Y
direction (
Figure 12.49
).
Figure 12.49. Four joints used to represent a tail.
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2. |
At frame 0, select the first three joints and set a key by pressing
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3. |
Move to frame 10 and rotate the three joints 40 degrees along the
Z
axis (
Figure 12.50
). Press
Figure 12.50. The first three joints
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4. |
Move to frame 20 and rotate the three joints back to 0 along the
Z
axis. Press
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5. |
Move to frame 30 and rotate the three joints 40 degrees along the
Z
axis. Press
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6. |
Move to frame 40 and rotate the three joints back to 0 along the
Z
axis. Press
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7. |
Select Window > Animation Editors > Dope Sheet (
Figure 12.51
).
Figure 12.51. Select the Dope Sheet Editor.
You see the three joints and the block representation of the keyframes we have created. |
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8. |
Click joint2 on the left side of the Dope Sheet.
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9. |
With the middle mouse button, move the keyframes to the right three
Figure 12.52. The keyframes for joint2 can be moved using the middle mouse button.
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10. |
Click joint3 on the left side of the Dope Sheet.
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11. |
With the middle mouse button, move the keyframes to the right six frames.
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12. |
Select all three joints on the left side of the Dope Sheet.
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13. |
Select Curves > Pre Infinity > Cycle (
Figure 12.53
).
Figure 12.53. Select Pre Infinity or Post Infinity and then Cycle to cycle the animation before or after the keyframed animation.
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14. |
Select Curves > Post Infinity > Cycle.
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15. |
Click Play to see the resulting animation.
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About ConstraintsConstraints in Maya connect attributes of objects together so they behave in the same way. This can be useful when you want one object to rotate exactly like another, but you don't want the translate values to change. You can use a constraint to connect the rotate values from one object to another, leaving all other attributes unchanged. Constraints can also be animated and turned on and off, allowing you to connect attributes temporarily. Constraint TypesMaya offers the following constraint types:
To create a point constraint:
Muting animation channels
The Mute Animation Channel function lets you temporarily turn off specified animation curves for an object, making it easier to focus on a particular aspect of the animation. For example, if you have a ball bouncing from the left side of the screen to the right, it might be difficult to focus your attention on the up-and-down motion due to the left-to-right motion. If you mute the left-to-right motion, you can see the up-and-down motion more clearly. When you have adjusted the up-and-down motion as you want, you can unmute the
To mute an animation channel:
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