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Reality 5.3 SP1
Reality 5.3 SP1
  • Reality 5.3 SP1
    • What's New
    • User Guide
      • What is Reality Editor?
      • What is Reality Engine?
      • What is Reality Hub?
        • System Overview
      • Reality Workflow
      • Launcher
        • Launcher Interface
        • Engine Status Colors
        • Engine Display Window
        • New Launch Configuration
      • Nodegraph/Actions
        • Nodegraph
          • Node Structure
          • Node Details Panel
            • Property
            • Function
            • Function Property
            • Advanced Property
            • Node Details Info Display
            • Node Property Toolset
          • Node Context Menu
          • Nodegraph Menu
            • Graphs
          • Portal Pin
          • Sink Pin
          • Reroute
          • Node Comment
          • Asset Browser
          • Advanced Preview Monitor
          • Operating Nodegraph
            • Navigating Inside Nodegraph
            • Creating Node
            • Multiple Node Operations
            • Node Connections
            • Incrementing and Changing Decimals
            • GamePad
            • Node Info Display
            • Simplifying Node Network
        • Actions
          • Action Timeline Interface
          • Keyframe Types
          • Interpolations
          • Operating Actions
          • Animating Property
          • Triggering Multiple Actions via Single Button
          • Utilizing Initial Keyframe
          • Animation Workflow Tips
        • Form Builder
          • Form Builder Interface
          • Form Builder Components
          • Customizing Component Appearance
          • Operating Form Builder
          • Data Integration
        • Gang Mode
          • Activating Gang Mode
          • Operating Gang Mode
      • Playout
        • Operating Playout
      • Newsroom
      • Cook Manager
      • User Management
        • Advanced User Management
          • User Management UI
          • Role of the Admin and Administrators
          • Example Configuration
          • License Reservation
        • Basic User Management
      • Controlling Unreal Engine 5.3
        • Introduction
        • Supported Versions
        • Available Features
        • UState
          • UState User Interface
          • APM for Unreal Engine 5.2
        • Configuration
          • Unreal Engine 5.1 Configuration
          • RealityHub Configuration for Unreal Engine 5.1
        • Example Pipeline
          • Preparation
          • Exposing Actor Functions
          • Exposing Actor Parameters
          • Grouping Exposed Items
          • Creating Logic
          • Viewport Navigation
          • Unreal Project inside RealityHub
          • Utilizing Media Framework Tools
          • Operating
    • Installations
      • System Requirements
      • Downloading Distributions
      • Installations
        • Installing Reality 5.3
        • Installing Reality Hub
          • Upgrading and Downgrading
          • Database Backup and Restore
          • Database Recovery
          • Installation Recap
      • Licensing Reality
        • Licensing Reality 5.3
        • Licensing Reality Hub
    • Configurations
      • Configuring Peripheral Devices
        • NVidia Configuration
        • AJA Configuration
      • Configuring Reality Hub
        • General Configuration
        • Reality Loader
          • RealityEngine AMPERE Led Display
        • Engine Module Configuration
          • Adding Host
          • Adding Groups
          • Channel Assignments
          • General Engine Configuration
        • Project Configuration
        • Project Scanning
        • Cache Management
        • SSL Configuration
    • Integrations
      • Octopus Integration
        • Reality Hub MOS Configuration for Octopus
        • Octopus Configuration
        • Utilizing ZD MOS Plugin
      • iNEWS Integration
        • Reality Hub MOS Configuration for iNEWS
        • iNEWS Configuration
      • CII Module Configuration
    • Tutorials
      • Reality Actor Spawning
      • Using Plugins
      • Tracked Billboard
      • Green Screen Virtual Studio
      • Shadow and Ambient Occlusion in Augmented Reality
    • Developers Guide
      • Reality Hub Open-Source SDK
      • REST API
    • FAQ
      • Frequently Asked Questions
      • Glossary
      • How to Read this Documentation
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  • Function Keyframe
  • Property Keyframes
  1. Reality 5.3 SP1
  2. User Guide
  3. Nodegraph/Actions
  4. Actions

Keyframe Types

PreviousAction Timeline InterfaceNextInterpolations

Last updated 1 year ago

In Reality Hub, keyframes fall into two main categories:

  • Function Keyframe

  • Property Keyframe

Function Keyframe

The Function Keyframe allows you to transition between multiple states by calling/triggering functions. This type of keyframe, by nature, does not have interpolation.

The image above indicates that the Play function is triggered with the first keyframe and triggered again to its second state with the second keyframe.

When a function is called/triggered, its parameter values at that keyframe also get affected.

The image above indicates that DoTransition has seven Function parameters; therefore, when you add a keyframe DoTransition, function parameters will also get the keyframes.

Property Keyframes

Property keyframes fall into the following categories:

  • Constant Keyframe

  • Initial Keyframe

Constant Keyframe

To set an example, you may prefer to use a constant keyframe to move a Camera from Point A to Point B or change the visibility of a PointLight actor using static animation by enabling and disabling its EnableRender property.

Initial Keyframe

The Initial Keyframe is a particular keyframe type that allows you to create an Action animation within the range of undetermined values to determined ones by interpolation. In other words, the property’s current value is set as the starting value of the animation.

Let’s assume that you want your virtual Camera to always transition to the same point within a specific time & acceleration, regardless of its current location. In such a scenario, you can use the Initial keyframe.

The Initial Keyframe became a handy tool for creating fly-in/fly-out camera animations when virtual and physical cameras are interconnected through a tracking system.

Some functions may have properties. Adding such a function to the timeline also adds its parameters to Action Timeline. See also

The Constant Keyframe is a traditional type you may be familiar with from various 2D/3D design applications such as Foundry Nuke or Autodesk Maya. This keyframe type defines linear or non-linear animation’s start or end points, with options for interpolation. See

For more details, visit

Function Property
Interpolations
Utilizing Initial Keyframe
Function without Parameter
Function Parameter of Mixer Node
Constant Keyframe
Initial Keyframe