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Animation > Recording animation keys > Editing animation parameters
Editing animation parameters![]()
You can adjust animation by editing their parameters.
To edit animation parameters:
Select the animation sequence and edit its parameters in the Parameter Editor. See To select an animation .
Animation Parameters
Turns on the animation. If active is turned off, the animation does not play back when you turn on the Play button.
If you convert an animation into a Play Animation reaction, Active is automatically turned off. The animation plays only when it is triggered by a sensor. For more information, see Play animation reaction.
Determines how the animation progresses between keys:
- Linear makes the parameter change evenly between keys.
- Constant makes the parameter stay constant until it reaches the next key; then it jumps to a new value.
- Smooth creates gradual change over time. This type of interpolation is also known as ease-in and ease-out. See Example: animation cycle and interpolation.
Adds the parameter's value to its current value. For example, if one animation moves an object along the ground plane, you can create an additive animation to make it jump off the ground from time to time. See Example: additive animation.
Plays the animation sequence over and over. See Example: animation cycle and interpolation.
Note: Use Cycle to repeat one sequence. To repeat all the sequences, turn on Loop playback. See Previewing animation.
Plays from the first key to the last. Turn off Forward to play the animation sequence in reverse.
Allows to slow down or speed up the animation by a multiplication factor. Scaling the animation by 2 doubles the speed of the animation; scaling by 0.50 reduces the speed of the animation.
Offsets an animation sequence by number of seconds. You can also offset an animation sequence by dragging it in the Sequencer.
Note: When an animation is converted into a reaction, it is automatically offset so that it starts on the trigger.
Determines the weight of the animation relative to other forces that affect the parameter. For example, if an object has a position animation and a pose constraint, use Weight to control which affects the object most.
When animating objects in a group, the position, orientation, and scale keys are relative to the position, orientation, and scale of the group. For example, if a group contains a dancing bear and a train, the bear's animation should be relative to the group so that the bear moves with the train as it dances.
To select an animation
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