.. _Keyframer:
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Keyframer
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Overview
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The Keyframer is an Omniverse Kit Extension for Omniverse Kit Based Apps like |machinima|, |composer|, |presenter| and others. The toolkit provides a user friendly way of adding keyframes and animations to prims in your scenes.
.. raw:: html
User Manual
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Interface
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.. image:: /content/images/ext_camera-animation-tool_overview.png
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1 Create Camera from Current View | Adds a Camera Animation Track to the Camera being viewed through in the viewport.
| If viewport is not looking through a Scene Camera (ie: perspective view) a Scene
| Camera will be created and a track will be added.
2 Selection Dropdown | Use Selection: Keyframer displays current selection.
| Lock to Selection: Locks Keyframer display to the current selection.
3 Prim Path | Displays the path to the prim in the scene.
4 Playback Controls | Forward/Back allows single frame stepping.
| Play/Pause (toggle) allows playback and the ability to stop play-head in place.
5 Add Key | Adds an Animation Key to the Current Track
6 Delete Key | Deletes the selected key.
7 Copy Key | Copies the currently selected Key.
8 Paste Key | Pastes the key currently in the clipboard.
9 Auto Key | Creates/Updates Animation Keys as prims are adjusted in the viewport.
10 Timeline | Displays the time range in frames. Click and drag to scrub Play-Head.
11 Selected Key | Operations (copy key, delete key, etc) are performed on selected keys. Click to select.
12 Key Frame | The specified point in time for a transition to Start/Complete.
| Click/Drag to adjust. Double Click to "Snap" Play-Head to Key Frame.
13 Interpolation | Displays the Interpolation used for the given key.
14 Frame | Displays the frame number of the given key.
15 Remapping | Displays the Remapping used on the given key.
16 Start Frame | Sets/Indicates the first frame of the animation
17 Start Frame Filter | Drag to adjust "zoom" level by filtering the display of the start frame to the specified frame.
18 Filter Handle | Click and drag to "scan" the filtered time range.
19 End Frame Filter | Drag to adjust "zoom" level by filtering the display of the end frame to the specified frame.
20 End Frame | Sets/Indicates the last frame of the animation sequence
21 Play-Head | The current frame of the animation displayed in the viewport.
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Camera Focus
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When a camera is used in the Keyframer, an additional icon is presented.
.. image:: /content/images/ext_camera-animation-tool_focus.png
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! Focus | Allows a "shortcut" for setting the camera focus distance to a selected prim.
| Select Focus Icon then select a prim in the viewport or stage.
| Sets ``Camera Focus Distance`` to the length between camera and selected prim.
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Right Click Menu
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Interpolation
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Describes how to interpret transitions.
- Linear: Pure transition.
- LinearSlerp: Smoothed linear transition.
- Bezier: Transition using Bezier transformations.
- BezierSlerp: Smoothed Bezier transition.
- Step: Not animated, holds position until next key.
- Step Next: Not Animated, Steps position to next key position.
.. note:: Whenever using Slerp smoothing, Quaternion values are used instead of Eulers. This may remove additional rotations.
Remapping
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Allows adjustment of remapping the time based on...
- Linear: Does not remap time.
- EaseIn: Remaps time to smooth the entrance of transition.
- EaseOut: Remaps time to smooth the exit of the transition.
- EaseInEaseOut: Remaps time to smooth the entrance and exit of the transition.
Workflow
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Add Animation to a Camera
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#. Select any acceptable prim.
#. In the Keyframer panel, select ``Add/Update Key``
.. image:: /content/images/ext_camera-animation-tool_create-key.png
#. Move ``Playhead`` on ``Timeline``
#. Adjust Prim Position
#. Select ``Add/Update Key`` Again.
#. Scrub Timeline or press play to see camera tweening.
To ease this process, AutoKey can be used.
#. Select an Acceptable Prim.
#. In the Keyframer panel, select ``Add/Update Key``
#. Enable AutoKey
#. Move ``Playhead`` on ``Timeline``
#. Adjust Prim Position
Repeat steps 4 and 5 as needed. Disable AutoKey when done animating.
Editing Keys
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#. Move ``Playhead`` directly over a key.
- HINT: Double clicking a tween will snap playhead to start key.
#. Translate (move/rotate) camera to a new position.
#. Select ``Create/Edit Key`` button to Update the Key.
#. Scrub Timeline / Play to review updated animation.
Deleting Keys
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To Delete a key, Users must select a key. To do so, simply ``left click`` on an existing key or its tween. It should highlight a brighter blue.
#. Select A Key
- In Keyframer, Select an Existing Key.
.. image:: /content/images/ext_camera-animation-tool_select-key.png
#. Select ``Delete Key``
.. image:: /content/images/ext_camera-animation-tool_delete-key.png
The key and the tween will be be removed from the timeline.
Camera Animation Data
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Whenever a Prim is animated with the Keyframer, Animation Data is stored under the prim.
.. image:: /content/images/ext_camera-animation-tool_animation-data.png
Known Limitations
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- Focus Selected needs to be somewhere in the center of the current view.
- FStop and Focus Distance is known to cause unnecessary slowness during playback. Recording is unaffected.