Time Track

时间轨迹

Take your time in reading the next pages because the possibilities of Cinema 4D’s time control offers are virtually one-of-a-kind. Time Tracks is a very powerful tool that lets you easily influence and control animations. In order to make the simplicity of this tool understandable you must first get to know how it all works.

花点时间阅读下一页,因为 Cinema 4D 的时间控制提供的可能性几乎是独一无二的。时间轨道是一个非常强大的工具,让您轻松地影响和控制动画。为了使这个工具简单易懂,您必须首先了解它是如何工作的。

You are already able to animate objects, i.e., move them spatially, animate light and camera properties, etc. A key contains an initial value (e.g., an object’s position or the brightness of a light). The second piece of information is the time in the animation this defined state should be reached. The simplest case in point would be a start and end state. Complex animations will contain several intermediate states.

你已经能够动画对象,例如,空间移动他们,动画光和相机属性,等等。一个键包含一个初始值(例如,一个物体的位置或者光线的亮度)。第二条信息是动画中应该达到的定义状态的时间。最简单的例子就是开始和结束状态。复杂的动画将包含几个中间状态。

The right timing is often very important in achieving a realistic look, especially when animating objects that accelerate and / or decelerate. Animating such movements manually is difficult, very time-consuming and offers little flexibility. A single change can result in having to make dozens of subsequent changes!

正确的时机对于获得真实的外观非常重要,尤其是当动画对象加速或减速时。手动动画这样的动作是困难的,非常耗时,并提供很少的灵活性。一个简单的改变可能导致不得不进行许多后续的改变!

This is where Time Curves come in. As soon as a Time Track has been assigned to a track, only the values contained in the keys and the sequence in which the keys lie will be analyzed. The relative temporal position of an event is determined by the Time Curve.

这就是时间曲线的用武之地。一旦一个时间轨道被分配到一个轨道,只有包含在键中的值和键所在的顺序将被分析。事件的相对时间位置是由时间曲线决定的。

Here is an example that might shed some light on all of this:

这里有一个例子可以解释这一切:

Assume you have animated a sphere that moves on its X axis from X=0 (frame 0) to X=300 (frame 100).

假设您制作了一个球体,它沿着 x 轴从 x = 0(第0帧)移动到 x = 300(第100帧)。

The Timeline would look like this:

时间轴是这样的:

The result is a movement that begins and ends slowly. Now create a Time Curve and assign it to the Position X track.

结果就是一个缓慢开始和结束的运动。现在创建一个时间曲线,并将其分配到位置 x 轨道。

In the Timetrack, set an additional Key at frame 50. Give this Key a Key value of 100 in the Attribute Manager. Click on the third Key at the right and enter a Key value of 0.

在 Timetrack,设置一个额外的关键帧50。在属性管理器中给这个键一个100的键值。点击右边的第三个键,输入一个0的键值。

The Timeline should now look like this:

时间轴现在应该是这样的:

How will the sphere move now? Simple: The Time Track reaches its maximum value of 100% at frame 50; this means that the sphere’s property that was assigned to it, Position X, also reaches its maximum value of X=300 at frame 50. Subsequently, the Time Track returns to a value of 0% at the end of the animation. The sphere returns to its original position even though only two keys were set for the animation. The Time Curve determines the interpolation between the two keys.

现在球体将如何运动?简单: 时间轨迹在第50帧达到了它的最大值100% ; 这意味着分配给它的球体属性 x 位置在第50帧也达到了它的最大值 x = 300。随后,Time Track 在动画结束时返回0% 的值。球体返回到它的原始位置,即使只为动画设置了两个键。时间曲线决定了两个键之间的插值。

So when are Time Curves needed?

那么什么时候需要时间曲线呢?

Let’s say you have created a complex camera movement containing 40 keys. These keys define the various positions along the camera’s path and they cannot be changed due to time constraints.

假设您创建了一个包含40个按键的复杂摄像机运动。这些按键定义了摄像机路径上的各种位置,由于时间限制,它们不能更改。

The movement of the camera can easily be accelerated or decelerated by applying a Time Curve.

运动的相机可以很容易地加速或减速应用时间曲线。

A further example:

再举一个例子:

A character that has been given a complex walk cycle consisting of around 253 keys should complete this walk cycle three times and subsequently take two steps backwards. You can either copy the 253-key walk cycle a couple of times and work on them until they fit seamlessly or you can use a Time Curve and six keys.

如果一个角色已经完成了一个由253个键组成的复杂的步行循环,那么他应该完成这个步行循环三次,然后向后退两步。你可以多次复制253个键的步行循环,直到它们无缝匹配,或者你可以使用一个时间曲线和六个键。

The fact that Time Curve Points use floating-point numbers internally limits accuracy. This means that rounding errors can occur in extreme cases (a Time Curve Point will, for example, then lie on frame 2340.38 instead of 2340). This can result in inaccuracies in extremely long animations. In such cases it may be advisable to break your animation up into shorter scenes. 时间曲线点在内部使用浮点数这一事实限制了准确性。这意味着舍入误差可能发生在极端情况下(例如,时间曲线点将位于帧2340.38而不是2340)。这可能会导致在极长的动画中出现错误。在这种情况下,最好将动画分解成更短的场景