Chapter 3. History, Scripting, and Animation
TIME TAKES SEVERAL forms in Maya. The history function stores innumerable steps an animator takes as nodes and hence provides a malleable record of the past. The Graph Editor threads curves through keys at specific points along the Timeline. Expressions and MEL scripts, on the other hand, are able to sidestep history, the Graph Editor, and the Timeline by permanently linking the attribute of one object to another and thus create automation. Of course, it is the animator who must break down time and determine when and where objects and characters should be for a believable keyframe animation.
This chapter's topics are organized into the following techniques:
Deleting Select History in the Hypergraph
Using ...
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