Breakdown Keys
One thing that I love about my job is there’s always something new to learn. I’ve been proficient in Maya for some 10 plus years and have been animating for many of those years. When you work in an industry with directors, producers and others whole have a hard time fully understanding what a shot will look like while in a blocking phase, re-timing a shot can become quite a burden.
I previously wrote about a great tool that our company’s lead TD created called Timewarper. Using this tool has been a time saver and best of all it’s non-destructive, that is until your have to merge to curve. Since the Timewarper tool connects to the input time on each object or controller, the only way to get a real view of your keyframes back is to bake everything down. While fine with pure mocap data, it becomes overkill when you have hand keyed data or layers.
A fellow colleague of mine has always used breakdown keys in his animations and it used to frustrate me because I would always inadvertently mess up an animation that he did if the breakdown keys weren’t converted to regular keys before hand. It’s always been a running joke about him using them, and me not understanding their usefulness. The issue was because I always did my time scaling in the dope sheet editor (this was also a running joke among our group because no one used the dope sheet except for me). After using the Timewarper tool, we once again had a discussion about scaling keys, breakdown keys and timing shots. It finally dawned on me the usefulness of such keys.
Simply put, breakdown keys scale evenly between two normal keys. What does this mean in a practical sense though? Say you have a long animation with dense keyed data. You have a section right in the middle where things need to either be slower or faster, but all timing after and before those keys needs to stay the same. By converting all the keys between your two anchor keys to in-between keys, you will be able to re-time that section without having to slide the chunk of keys following the ones you wish to scale first, then guessing how much you want the section to be scaled by. My workflow in the dope sheet editor would be this:
1) locate the keyframe to be my anchored key, then select it and everything after
2) move those keys an arbitrary distance so that I have enough room for the next operation
3) select the keys I wish to re-time and scale them accordingly
The biggest problem with this technique is you must keep track of the distance from your anchor key and the last scaled key. Usually this would be solved by setting a key one frame before the anchor key. The other issue is that it makes iteration on the timing of the section bit difficult since each time you wish to re-time the section, you have to make sure the selection highlighted and remember where your anchor keys are.
Using breakdown keys, you can effectively re-time the section over and over until you have reached the desired speed. After you’re done you can convert the breakdown keys or stamp new ones at whole frame numbers either by hand or by baking the section. The bonus is that you can quickly check your timing from the original source by using a buffer curve and swapping your curve back and forth.



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