Animation Editor ¶
What is Animation Timeline¶
Animation Timeline is a .qianim file created interactively thanks to the Timeline editor.
This is the way to give life and movement to the body of your robot.
Creating Animation Timeline¶
To create an Animation Timeline file:
Timeline editor lets you set your robot’s action for each frame. These are the key features of Timeline editor.
Tool Bar displays the buttons for the following functions
Select Keyframe or Curve editor
|2||Store actuator||Store the actuator values of the robot’s current posture to the selected keyframe.|
|3||FPS||Set the frame per second rate to play the animation.|
|4||Play/Stop||Play/Stop the current animation set in Motion layer|
Actuator List displays the list of Joints and Groups of Joints corresponding to the robot associated to the current Timeline.
|1||Actuators||Select one or several joints to display in Timeline editor|
|2||Color||Modify the color of a curve|
Frame Ruler is the indicator that displays the frame numbers and you set the Start and End frames.
|1||Frames||Shows the numbering of frames|
|2||Start frame||The starting frame of the selected range (Green)|
|3||End frame||The finishing frame of the selected range (Red)|
|4||Time cursor||The current frame in the timeline (Blue)|
The Motion Layer is where the robot’s movements are stored in the Timeline. Each Motion keyframe on the Motion layer corresponds to a position of the robot or a part of its body.
|Right-click a frame in the grey Timeline and choose Create keyframe.|
|Choose the Actuators you want to store the value of (Whole body, Head only, Arms only or Legs only).|
Tip: the contextual menu does not display the Create keyframe command?
Check the displayed view, make sure you are in the Keyframe editor, not the Curves editor.
|Click on a Motion keyframe and the robot will automatically take the position corresponding to this Motion keyframe.|
|Drag and drop Motion keyframes in the grey Timeline to select several Motion keyframes.|
|Right-click the grey Timeline and choose “Selection > Select” all to select all Motion keyframes.|
|Select one or several Motion keyframes|
|Right-click it and choose Remove joints from keyframe.|
|Choose the joints you want to remove (Whole body, Head, Arms or Legs).|
|Select one or several Motion keyframes|
|Drag and drop the selected Motion keyframes to the desired position.|
Curves editor displays the change of the joint values between keyframes as curves. The editor allows you to fine-tune the joint values of your robot animation.
Curves are only displayed if connected to a robot. In fact, the curves depend on the robot configuration and joints limits.
These are the key features of Curves editor.
|Actuator List (same as Timeline Editor’s)|
|Frame Ruler (same as Timeline Editor’s)|
|Motion Layer (same as Timeline Editor’s)|
|Label Layer (Label Layer is explained in Label interface)|
Curves editor displays the buttons for the following functions.
|1||Editor select / Store actuator||The same functions as in Timeline editor|
|2||Mode||Toggle between 3 modes: Selection, Zoom, Scroll|
Set the interpolation modes of the selected Motion keyframe.
Interpolation modes: Bezier auto, Bezier smooth, Bezier symmetrical, Simplify, Show tangents, View all , Smooth, Symmetric
|4||Keyframe select||Select next/previous keyframe|
|Set left and right interpolation modes|
What is label interface¶
If you want your tablet to do some work while your robot is processing your animation, you can define labels through Label interface. You can create Label layers in Label interface and each layer can have a set of labels, each of which defines the task to be done in the tablet.
A sequence diagram of a Label interface would look something like this.
By using Label interface, you can add operations that will be carried out in the tablet side while playing your animation.
For further details, see How to know when a label is reached.
The Label layers you define are saved in the animation file. In Label interface, you can place your labels in the appropriate animation frame when your label callback should be run. The actual task that is run should be defined in your Android source code.
To add a label, follow these steps.
|Open the animation file you want to add your label.|
After creating a layer, double click a location in the keyframe to add a label. You can set the label name to your preference.
|You can delete a label by selecting the label and pressing Del key, or by clicking the delete option in the sub menu (open by right clicking the label). You can also move the keyframe of the label with drag & drop.|