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This is the OpenTeddy animation tutorial.  You can learn how to make your model move and make a keyframe-weighted animation.

MAC USERS:  If your mouse has only one button, your single button is the LEFT mouse button.  You can DOUBLE-CLICK the LEFT button instead of clicking the RIGHT mouse button.  You can also SHIFT-DRAG the LEFT mouse button or also a very slow  DOUBLE-CLICK of the LEFT button where the second click is followed by a drag instead of dragging the MIDDLE mouse button.


Create a simple worm in OpenTeddy.  View the first tutorial to get an idea how to do this, or use these directions:

Use the LEFT mouse button to draw a silhouette of the worm.

If you make a mistake you can press the ESCAPE KEY in order to cancel the stroke and start over.

Click the RIGHT mouse button (double-click for single button mice) to turn your silhouette into a surface object.  Note that the surface is blue- this means that it is currently selected.

While holding down the CONTROL KEY, press the I KEY several times to simplify the model.



OpenTeddy begins on keyframe 0.  Press the 1 KEY (not on the number pad, but the one above the Q KEY) to change to keyframe 1.

Now the model may be modified for keyframe 1.  Press the E KEY to select all points.  They will all turn green to show they are selected.

Draw a line (or click the LEFT mouse button on the endpoints) across the object.  This is called the 'reference stroke' and will be used to determine how the shape will be deformed.

Press the V KEY to lay down the reference stroke.

Now, going the same direction as the reference stroke, draw how the reference stroke will be deformed.  Here, we are making the straight worm into a curved one.

Press the V KEY again.  The shape is transformed to fit the stroke you just drew based on the reference stroke.

Now, to make another keyframe, press the 2 KEY (again, not the number pad one, but the one above the W KEY)  The current keyframe (keyframe 1) is copied into this new keyframe because it hasn't been touched yet.

Press the BACKQUOTE KEY (` KEY) to reset to keyframe 0.

Repeat the reference stroke step again.  Draw a stroke across the object, press the V KEY, and draw another stroke to deform the reference stroke.

Press the V KEY again to deform the object.
Now, enter animation mode using the M KEY.

In animation mode, you choose where on the screen you want to place each keyframe.

To place a keyframe number, press the corresponding number on the keypad, or use the RIGHT mouse button (double click for single buttons) to place a keyframe number equal to the current keyframe.

If you make a mistake you can press the BACKSPACE KEY in animation mode to delete the keyframe number closest to the pointer.

Hold down the LEFT mouse button and move the mouse around to animate the model.  The model will look most similar to the keyframe corresponding to the keyframe number closest to the pointer.

When you are done, you can use the M KEY to leave animation mode.

Advanced: After you let go of the mouse, you will find the data with keyframe weight and time in the file ot.ani.