Keyframe |
Frames |
Parameters |
Comments |
1 |
.5 |
PGM = M/E 3, PST = M/E 2, FF not keyed, no triggers attached, BKG transition delegated |
Prepares for transition to "replay" M/E from "game" M/E. Assures that recall of replay animation will be clean regardless of current timecode on Fast Forward. |
2 |
12 |
FF is keyed, trigger "B" is attached to DPM 4 |
With key in, Effect begins running. Keyframe length is set to coincide with the midpoint of the animation's "full frame" status. |
3 |
.5 |
Transition to M/E 2 |
Begin a PGM/PST cut to the "replay" M/E under the (full frame) animation. To create the next KF, pull the fader bar on PGM/PST and hit "Insert After" in the timeline edit panel. |
4 |
15 |
No changes |
Finish the cut-under to the "replay" M/E. Excess length of this keyframe allows for animation to complete. |
5 |
.5 |
FF not keyed, pause inserted |
Animation is clear by now. FF is un-keyed in case you forgot a Lance outpoint. Wait for "Run" button to be hit again. You *could* recue here (trigger C) |
6 |
12 |
FF is keyed, trigger "B" is attached to DPM 4 |
With key in, Effect begins running. Length is set to coincide with the midpoint of the animation's "full screen" status. |
7 |
.5 |
Transition to M/E 3 |
Start a cut-under to the game M/E. To create the next KF, pull the fader bar on PGM/PST and hit "Insert After" in the timeline edit panel. |
8 |
15 |
No changes |
Finish the cut-under back to the "game" M/E. |
9 |
.5 |
FF not keyed |
Effect ends here. FF is un-keyed in case you forgot a Lance outpoint. |