Animation > Playback/Capture Settings > Key Frame
To have Key Frame animation functionality, you must install the Simulation and Visual Effects module.
Sets the behavior for animations of view groups created with the Save and Recall Views command. When creating a Key Frame animation, you can select the view group and set the start date. When you have created the animations, you can set playback settings such as the frame start and end number, and select loop or pong playback behavior.
You can press F7 to open the Key Frame page.
Specifies the frames of a named group. This grouping is created using the View > Save and Recall Views command.
Allows the use of partial view settings. Click the Set Up Partial option to define the partial view parameters.
Set Up Partial
Displays the Set Up Partial Key Frame Recall dialog box, which allows you to set parameters controlling the part of the views that you want to see. The partial view settings defined here work only for Main view key frames.
Defines the starting frame of the animation sequence in the specified group. You can type another frame number to start the animation at that frame.
Shows the current key frame being shown during a playback. This field is read only. If the playback is paused, the current frame of the playback remains displayed.
Defines the last frame of the animation sequence in the specified group. You can type another frame number at which to stop the animation.
You can play key frame animations in reverse order by setting the start frame to numbers higher than the end frame. This change is automatically reflected in the Animation Sequencer. The point numbers will be in reverse order from left to right.
When you change the start and end frame numbers, the Key Frame animation path duration changes in the Animation Sequencer, but the Key Frame points do not move. This allows you to see the points that are shown in the animation playback.
Skips the specified interval number of frames. Enter the number of frames to be skipped during playback of a Key Frame animation. For example, if the interval is set to 1, then every frame (1, 2, 3, 4, and so on) is played. If the interval is 2, then every other frame is played (1, 3, 5, 7 and so on). If the interval is 10, then every tenth frame is played (1, 11, 21, 31, and so on). The higher the Skip Interval, though, the more degraded the playback quality.
Options When Running Multiple Animation Types
The options described below enable you to control the start date, and any looping operations of the Key Frame animations as they play along with your other animation types. All animations play automatically and you can use playback settings in the Animation Player or the Animation Sequencer to modify the playback.
These settings are not visually reflected in the Animation Sequencer.
The options below are enabled when you have ScheduleReview or Display Sets animation types selected with Key Frame animations in the Common page of the Playback/Capture Settings dialog box.
Sets the start date and time of the key frame animation. Initially, the start date and time are reset to the earliest and latest times of the selected animation types. This enables the playback to cover the entire animation range of each selected animation type. You can type in the new start date or click the Calendar icon to select a date.
Behavior at end frame
Sets the playback behavior when the animation gets to the last frame.
Stop - Stops the Key Frame animation playback when it plays through. Other animations, if they are selected, continue playing if their end date is further out than the Key Frame animation.
Loops Within - Plays the Key Frame animation continuously. The Key Frame Loops Within option differs from the Loop option on the Animation Player because Loops Within controls only the Key Frame animations. The Animation Player Loop option applies to the entire playback time. Setting your Key Frame animation to Loops Within causes the Key Frame animation to play continuously until the end of the entire animation playback.
Pongs Within - Plays the Key Frame animation forward and backward. This options works similarly to Loops Within. The Key Frame Pongs Within option differs from the Animation Player Pong option because Pongs Within controls only the Key Frame animations. Setting your Key Frame animation to Pongs Within causes the Key Frame animation to play back and forth continuously until the end of the entire animation playback.