Keyframer#

Overview#

The Keyframer is an Omniverse Kit Extension for Omniverse Kit Based Apps like Omniverse Machinima, Omniverse USD Composer, Omniverse USD Presenter and others. The toolkit provides a user friendly way of adding keyframes and animations to prims in your scenes.

User Manual#

Interface#

_images/ext_camera-animation-tool_overview.png

Ref #

1

Create Camera from Current View

Adds a Camera Animation Track to the Camera being viewed through in the viewport.
If viewport is not looking through a Scene Camera (ie: perspective view) a Scene
Camera will be created and a track will be added.

2

Selection Dropdown

Use Selection: Keyframer displays current selection.
Lock to Selection: Locks Keyframer display to the current selection.

3

Prim Path

Displays the path to the prim in the scene.

4

Playback Controls

Forward/Back allows single frame stepping.
Play/Pause (toggle) allows playback and the ability to stop play-head in place.

5

Add Key

Adds an Animation Key to the Current Track

6

Delete Key

Deletes the selected key.

7

Copy Key

Copies the currently selected Key.

8

Paste Key

Pastes the key currently in the clipboard.

9

Auto Key

Creates/Updates Animation Keys as prims are adjusted in the viewport.

10

Timeline

Displays the time range in frames. Click and drag to scrub Play-Head.

11

Selected Key

Operations (copy key, delete key, etc) are performed on selected keys. Click to select.

12

Key Frame

The specified point in time for a transition to Start/Complete.
Click/Drag to adjust. Double Click to “Snap” Play-Head to Key Frame.

13

Interpolation

Displays the Interpolation used for the given key.

14

Frame

Displays the frame number of the given key.

15

Remapping

Displays the Remapping used on the given key.

16

Start Frame

Sets/Indicates the first frame of the animation

17

Start Frame Filter

Drag to adjust “zoom” level by filtering the display of the start frame to the specified frame.

18

Filter Handle

Click and drag to “scan” the filtered time range.

19

End Frame Filter

Drag to adjust “zoom” level by filtering the display of the end frame to the specified frame.

20

End Frame

Sets/Indicates the last frame of the animation sequence

21

Play-Head

The current frame of the animation displayed in the viewport.

Camera Focus#

When a camera is used in the Keyframer, an additional icon is presented.

_images/ext_camera-animation-tool_focus.png

Ref #

!

Focus

Allows a “shortcut” for setting the camera focus distance to a selected prim.
Select Focus Icon then select a prim in the viewport or stage.
Sets Camera Focus Distance to the length between camera and selected prim.

Right Click Menu#

Interpolation#

Describes how to interpret transitions.

  • Linear: Pure transition.

  • LinearSlerp: Smoothed linear transition.

  • Bezier: Transition using Bezier transformations.

  • BezierSlerp: Smoothed Bezier transition.

  • Step: Not animated, holds position until next key.

  • Step Next: Not Animated, Steps position to next key position.

Note

Whenever using Slerp smoothing, Quaternion values are used instead of Eulers. This may remove additional rotations.

Remapping#

Allows adjustment of remapping the time based on…

  • Linear: Does not remap time.

  • EaseIn: Remaps time to smooth the entrance of transition.

  • EaseOut: Remaps time to smooth the exit of the transition.

  • EaseInEaseOut: Remaps time to smooth the entrance and exit of the transition.

Workflow#

Add Animation to a Camera#

  1. Select any acceptable prim.

  2. In the Keyframer panel, select Add/Update Key

    _images/ext_camera-animation-tool_create-key.png
  3. Move Playhead on Timeline

  4. Adjust Prim Position

  5. Select Add/Update Key Again.

  6. Scrub Timeline or press play to see camera tweening.

To ease this process, AutoKey can be used.

  1. Select an Acceptable Prim.

  2. In the Keyframer panel, select Add/Update Key

  3. Enable AutoKey

  4. Move Playhead on Timeline

  5. Adjust Prim Position

Repeat steps 4 and 5 as needed. Disable AutoKey when done animating.

Editing Keys#

  1. Move Playhead directly over a key.

    • HINT: Double clicking a tween will snap playhead to start key.

  2. Translate (move/rotate) camera to a new position.

  3. Select Create/Edit Key button to Update the Key.

  4. Scrub Timeline / Play to review updated animation.

Deleting Keys#

To Delete a key, Users must select a key. To do so, simply left click on an existing key or its tween. It should highlight a brighter blue.

  1. Select A Key

    • In Keyframer, Select an Existing Key.

    _images/ext_camera-animation-tool_select-key.png
  2. Select Delete Key

    _images/ext_camera-animation-tool_delete-key.png

The key and the tween will be be removed from the timeline.

Camera Animation Data#

Whenever a Prim is animated with the Keyframer, Animation Data is stored under the prim.

_images/ext_camera-animation-tool_animation-data.png

Known Limitations#

  • Focus Selected needs to be somewhere in the center of the current view.

  • FStop and Focus Distance is known to cause unnecessary slowness during playback. Recording is unaffected.