Hold down the Command key to snap to 10 frames inserted. Then click and drag the mouse to the RIGHT direction until you reach the exact amount of frames inserted (see the value Frames Inserted: 100 on the pop-up window). Move the mouse until you reach the exact insertion point. Just hold down the Option key while rolling over a sprite and you will be shown a pop-window reporting the insertion point, current start sprite, end sprite and duration. You can insert frames in a given point of a sprite using the mouse. On the Bezier Window you can edit the key frames and the curves describing any movement of the object. Or you can click on a sprite, or on an object on the Stage window, and open the Bezier window selecting the menu item Window:Bezier. You can double click on a sprite to open the Bezier window. You can also remove the key frame on the Inspector panel. On the Sprites window you can remove all the key frames from a given frame simply dragging the key frame icon out of the ruler view holding down the Command key. Therefore the animation between the point zero and the point 60 will run faster. For example, if you move a key frame from the point 110 to the point 60, you move the positions and rotations associated to that key frame to the time point 60. This way you will modify the animation of that sprite. You can vary the time of a key frame point dragging the key frame icon to the left or to the right side on the ruler view of the Sprite window. You could now add a key frame on the frame 300 and create a new motion between the frame 200 and the frame 300. Then the object will statically stand on the stage from the frame 200 to the frame 300. On the animation here aside, after resizing the sprite to 200 frames long, since the key frames have not been modified, the animation of the object will remain unchanged from the point 100 to the point 200. You can achieve the same result by holding down the Control+Option key and click/drag on any point of the sprite. To do that you have to hold down the Option key then horizontally drag the sprite left or right borders. If you need to increase the duration of the object on the stage but you don't want to speed up or slow down the animation already defined, you have to modify the duration of the sprite without resampling the existing key frames. This means that now the object will do the same animation at half a speed.Ĭhange the sprite duration (not resampling key frames) For example, if the sprite was 2 seconds long, and you resize it to 4 seconds, you will get the same movements in 4 seconds. This way you really speed up or slow down the the object's animation. As shown on the animation here aside, while resizing a sprite, Kinemac proportionally redistributes (if any) the key frames (see how to create Key Frames on the Animation page). You can achieve the same result by holding down the Control key and click/drag on any point of the sprite. You can change the duration of the sprite by simply changing its width on the Sprite view.Roll the mouse over the right (or the left) border of the sprite until you see the Resize cursor then drag the mouse horizontally. Press Command during the drag and rollover another sprite to align the start sprite to the start sprite of the rolled-over sprite.Ĭhange the sprite duration (resampling key frames) Press Command during the drag to snap to each 10 frames of the time line. This way you easily synchronize an object with the other objects on the scene establishing the moment your objects have to appear and disappear from the Stage. ![]() You can click on the sprite and drag the mouse horizontally to move the sprite along the time and set its start point and end point, without changing its duration. You can also change the duration of the animation entering a value in the field Duration on the Inspector panel.Ĭhange the start and the end point of a sprite Press the Command key during the drag to snap to each 10 frames in the time line. You can click on the End Animation marker in the ruler view and drag it horizontally to vary the duration of the whole animation.
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