FUNCTION CURVES TUTORIAL

Before we begin with this refresher course on how to manipulate function curves, let's go over some keys words and definitions.

From Alias|Wavefront's Maya tutorial:

Attributes are properties of the object. When an object is animated in Maya, what is in fact happening is that one or more attributes of that object are changing in value over time. Keyable attributes are attributes which have been added to the list of attributes which are available for keying with the Channel Box and Keys menu.  NOTE: Any attribute which has a numerical value can be animated, even if it is not assigned as "keyable".

The primary attributes you usually work with are Translation, Rotation, and Scale. You can create your own attributes by setting driven keys. Driven keys are usually set because you are animating an action that requires to use of different attributes.  If you have gone through the character setups for Adam, Earl, and Mira, you'll see that they have attributes that control things such as how their fingers spread or how their backs bend.  For example, let's look at the hand Spread attribute for Adam, which can be found when you select the LHANDCONS.

The driver attribute is called "Spread".  The driven attributes are all the attributes that Spread affects.  The value of the driven attributes is locked to a corresponding value of the driver attribute, Spread.  When the value of Spread increases (to a maximum value of "10") then the pinky, ring finger, index finger, and thumb spread out and away in relation to the middle finger.  When the value of Spread decreases (to a minimum value of "-2") then the fingers come back together.  You can read more about driven keys in Alias|Wavefront's online tutorial found at D:/AW/Maya3.0/docs/en_US/html/UserGuide/Anim/KeyAnimSetKey6.html (this link will work if you are working on the computers in Sieg 228).

Remember, do not delete the driven keys if you see them!  Unless you mean to delete these, it's best to just leave them alone.  For the characters Adam, Earl, and Mira, the driven keys will usually look something like this in the graph editor:

Notice that they are usually linear and either the line's beginning or midpoint appears to go through time 0 (zero) with a value of 0 (zero).  In actuality, it sits in the the vertical attribute lists the driven attribute values, and the horizontal axis lists driver attribute values.  It usually only takes up a small portion of the graph editor relative to the rest of the animated keys.

Keys represent the value of an attribute of an object at a particular time. For example, if your attribute is the translation of an object, such as the distance an object moves in a given amount of time, then perhaps you set a value (key) of 0 feet at time 0 seconds, then set another value (or key) at distance 2 feet at time 3 seconds. You have just set key frames and have just begun an animation.

Tangents are handled lines that control how a curve functions work.

This tutorial will assume that you already know how to set keys and select which attributes you want to animate.  The purpose of this tutorial is to show you how to go about refining keys that you have already set so that your animation can flow smoothly.  If these concepts are unfamiliar to you, it's a good idea to run through the tutorials set up by Alias|Wavefront beginning here at D:/AW/Maya3.0/docs/en_US/html/UserGuide/Anim/KeyAnimSetKey3.html (this link is assuming you are working from Sieg 228).

One more side note.  It's usually a good idea to get rid of unnecessary keys.  Static channels are keys that have remained the same value throughout the animation.  There is basically no animation on these keys.  These usually occur when you set a key frame on every attribute instead of setting the key frame selectively.  Getting rid of these will make your graph editor less cluttered and easier to manage.

The outliner portion of  the graph editor shows every single attribute that is keyed, regardless of whether or not there is animation on them.  This not only makes it difficult to select which graphed line you want to select, but it also makes it difficult to pick out what exactly is animated from the outliner.

Now the lines in the graph have been reduced and it's easier to pick out the attributes that have changed values on them. As you can see, there's still so many lines to choose from, so the less junk there is on the screen (static channels) the easier your life will be when you manipulate your animation.

To delete the static channels, select Edit > Delete All By Type > Static Channels from the menu in Maya's main window.

Tweaking Function Curves

WORKING THE GRAPH EDITOR

We'll begin with some basic mouse and quick key tools. (LM = left mouse button, MM = middle mouse button, RM = right mouse button)  When mentioning "selection", this can be the tangent, the key, or the entire curve.

REFINEMENT OF KEYS

Key tangents are important because they allow you to refine your keys to more than just setting their time and value.  A majority of the animation work is cleaning up keys already set, and a majority of this will be fixing the curve tangents.  For example, if you run through the Walk Tutorial or the Jump Tutorial without cleaning up the keys,  you'll notice that the character will "slip" at times, or look choppy, or its feet will sink into the ground.  Overall, it will just look weird.  Now we'll go over types of tangents in the graph editor, tweaking techniques, and scenarios you might put all of this to use.

TYPES OF TANGENTS IN THE GRAPH EDITOR

TWEAKING TECHNIQUES

Up until now, the tutorial was exclusively limited to the Graph Editor.  The Graph Editor is where the majority of your key manipulation will be done.  Another tool to use is the Dope Sheet.  The Dope Sheet can be found in Window > Animation Editors > Dope Sheet...

The Dope Sheet is used primarily for manipulating the timing of the keys.  This can be done in the Graph Editor as well, but it's more easily represented with the Dope Sheet's time bars.  The manipulation of things in the Dope Sheet are exactly the same as in the Graph Editor, the only difference being that you have no curves or tangents to work with.  It's a matter of preference as to which editor you use to manipulate your keys.  Ideally, you should work with both windows, depending on what you are trying to accomplish.  Below will be a quick tutorial on manipulating the timing of an animation using the Dope Sheet.  These instructions can be applied to the Graph Editor as well.

Before you manipulate the timing of your animation, it's usually a good idea to set a key frame on the very topmost node of your character at the beginning and end of the time frames you want to manipulate.  Although this will create a lot of static channels, static channels can be easily deleted, as mentioned at the beginning of this tutorial.  The reason for doing this is to guarantee that the positioning of the character remains the same although its timing has been altered.