Animating Component Positions
Each position on the animation slider is a key-frame time. You may set the position and
orientation for each object at each key-frame time on the slider. When the animation is
played, 3D Canvas will interpolate positions between these key-frames.
As you set-up your animation, the currently selected object's path is displayed as a
positioning aid. Colored points indicate key-frame non-interpolated positions. A red point
indicates a path origin, or sub-path origin. Sub-paths are used to indicate a non-curved
point in the animation path.

resets
all the key-frames for the scene. This results in the loss of all animation information
for the scene.
resets the currently selected component's animation key-frames. This results in the loss
of all animation information for the selected component.
will be in a "pushed"
state whenever the object you are animating is at an interpolated position rather than a
key-frame position. If not "pushed", you can click on this to cause the current
animation time to use an interpolated position rather than a key-frame position.
will be in a
"pushed" state whenever the object you are animating is at a key-frame position.
If not "pushed", you can click on this to cause the current object's position to
become a fixed non-interpolated position.
will be in a "pushed"
state whenever the object you are animating is at a path origin, or sub-path origin
key-frame position. If not "pushed", you can click on this to cause the current
key-frame position to be the beginning of a sub-path.
copies the current
key-frame to one key-frame later in the animation. This is useful for adding pauses to
animations.
Alt-clicking on
will move the current
key-frame to one key-frame later in the animation.
copies the current
key-frame to one key-frame earlier in the animation. This is useful for adding pauses to
animations.
Alt-clicking on
will move the current
key-frame to one key-frame earlier in the animation.
creates a repeating animation. All key-frames for the selected object will be repeated
continuously. Note that the key-frame for the current time will be set to equal the first
key-frame in the animation in order to create a continuos animation.
There are times where interpolation will produce unexpected results. Our animation
interpolator must be given enough information to determine what it is you intend. For
example, if you want an object to rotate an entire revolution, you must provide a minimum
of 3 orientations for the object. If you give only two orientations, the interpolator
cannot determine if you wanted the object to rotate a half revolution, and then back, or
an entire revolution.