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Time-Based Animation
An object animated based on time will
move from point A to point B in the
same amount of time regardless of the frame rate of the
movie. The slower the frame rate, the farther the object moves
each frame in order to maintain the same speed.
On the other hand, if the animation is based on
the frame rate the object will always take the same number
of frames to get from point A to point
B. The slower the frame rate, the longer it will take because
the distance moved each frame doesn't change.
You can see how time-based and frame-based animations act
at varying movie frame rates in this demo.
As frame rate slows, frame-based animation slows down
and time-based gets "chunky".
Time-based animation is also known as "frame-rate
independence".
Which Is Better?
Either method might be preferrable. It depends on what you want to happen
if the run-time frame rate is slower, because of a slower
computer, than what you set at authoring time. If you want the animation
to slow down use frame-based; if you'd rather have the
animation keep the same pace and get "chunky" use time-based.
You can mix the two as well. If you take
a look at the code for the 3D Camera demo
(modelRate script), you'll see that the animation is time-based until
the frame rate drops below 25 frames/sec. Below that, the animation gets
too chunky so it is slowed according to the frame rate.
Two Methods for Time-Based
Incremental animation and parametric
animation each accomplish time-dependence in a different way.
In parametric animation, time-dependence is accomplished
by using a time-based driver. See Driving the
Parameter.
In incremental animation, time-dependence is accomplished
by using an independent model rate. See Independent
Model Rate.
The demos in those sections allow you to adjust
the playback frame rate to see its effects on the animation.
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