QAvimator

Getting Started - Your First Animation

Start up QAvimator. You will see a window that looks roughly like this:

Don't let yourself be intimidated by the number of controls on the screen. For this tutorial we only need very few of them, and you will learn about how to use the rest one by one. First of all let us create a quick animation to see, how the general concept of QAvimator looks like.

First of all we want to make sure, that all settings for this quick tutorial are set up correctly. For this, click on the "Options" menu and make sure that "Show Timeline" and "Protect First Frame" are checked. This is not essential for creating animations, but to give you the same look as we present here in the tutorial, those settings should be made.
Now look at the timeline below the animation preview window. You will see the animation "tracks" there. Each track is associated with a body part of your animation. Now, click on the "abdomen" track and move the red position bar to the frame with the number 2. You can see the current frame number on the lower right corner of the window. We skip the first frame here, as it has a special meaning. We will cover this topic later in this manual.
Now click on the "K" button right at the bottom of the window. "K" stands for "Keyframe" and means a point in time, where your animation has a fixed position. Animations are not created piece by piece, but the movements are calculated from one Keyframe to the next, filling in the missing steps with linear or smooth motions.
After clicking on the Keyframe button, you will see a circle shaped image appearing on the abdomen track where your red timeline marker is. This is indicating a Keyframe where nothing has changed from the previous or to the next key. It has no effect on the animation yet, but we will use it as an "anchor" for the motions we are about to create.
Next, move the timeline marker forward to frame number 10. Now drag the X Rotation slider to a value of about 80.
You will see now, that another Keyframe has been created, and that our previous anchor point has changed from circle shaped to triangle shaped. This means, the anchor has now become a real Keyframe, which marks the start of a motion. The black line shows the duration of the motion and the newly created triangle marks the end.
Now move the timeline marker to frame 15 and click the Keyframe button again. This means, from frame 10 to 15 there will be no further changes to the animation track. Another circle gets drawn, so we have another anchor point.
Next, move the timeline marker forward to frame 25. Move the X Rotation slider back to 0 and you will see that another motion with start and end markers has been created in the timeline.
That's it! You now have a very simple "bow" animation that you can play back by clicking on the ">" button right next to the Keyframe button. It's not much yet, but should be enough to show you the basics. Save your animation by opening the "File" menu and selecting the "Save As..." item. Choose a filename and append the ".avm" extension to save your work.