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Keyframing (Animation)

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KineMaster Keyframing Interface.

 

A selected item on the Secondary Timeline can be repositioned over time with the Keyframing tool. Keyframes define a position, as well as the rotation and the scale of the content of a layer at a particular time. Between keyframes, the position will be interpolated linearly over time.

 

Keyframing contains the following options.

 

Add Keyframe - Add an audio keyframe at the current playhead position. This option is grayed out if a keyframe is already present.

 

Delete Keyframe - Delete an audio keyframe from the current playhead position. This option is grayed out if the

 

Go to Next Keyframe - Move the current playhead position to that of the next keyframe on the Timeline.


Go to Previous Keyframe - Move the current playhead position to that of the previous keyframe on the Timeline.

 

A typical Keyframing workflow involves the following steps. First, move the playhead to the time you’d like to start your animation. Move the item you’d like to animate on the Preview to the desired starting position. Tap Keyframing, and then tap Add Keyframe, to mark the start of the animation. Move the playhead to where you’d like to finish your animation, and then move the item you’re animating to its final position. You can scale and rotate the item at this point as well. Tap Add Keyframe to finish your animation. The selected item will scale, rotate, move linearly over time from the starting position to the end. For more complex animations, multiple keyframes may be used.

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