You might notice that the donut appears to “speed up” and “slow down” as it moves between the two keyframes. I then rotate my donut to just the point where the back of the donut would start to come into focus, and set another keyframe near the end of the timeline (around frame 200), like this: This time I choose Rotation not Location: I hit “Shift + Left Arrow” to return to the first frame, rotate my donut to a nice-looking angle along the Z-axis (10 degrees in my case), and hit “I” to add a keyframe at frame 1. Tip: With the timeline at the bottom of the window selected, you can hit “Control + T” to switch from Frames to Seconds (and back). Going to “Playback” and changing “Sync” from “Play Every Frame” to “Frame Dropping” will play the animation back at full speed, dropping frames that cannot be rendered in time:īlender may struggle to do rendering in real-time, so the on-screen movement may be slower than the expected 30 FPS unless we turn on frame-dropping. If you paid very close attention, you might notice that the donut moves more slowly than we would expect for 30 FPS (in my case, the whole movement should be completed in under 2 seconds, but appears to take longer when previewing in Blender). You can find the original post on along with others in this series): Playing the animation back should now show something like this (if you are reading this in PDF format, the below image is a. Tip: You can return to the start of the playback timeline with “Shift + Left Arrow”, then hit “Spacebar” to start the animation You should move the donut and then set another keyframe (again by hitting “I”), perhaps 30 or 40 frames after your initial keyframe: At 30 FPS, this will result in an 8.3-second animation.Īlong the timeline, we can insert “Keyframes”, which - among other things - mark the location an object should be at when a given frame is reached: The start and end frames on the timeline window at the bottom show the total number of frames in the animation (you can adjust this as needed).
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