If you see this lable, New, it indicates new features, or new functionality, which wasn't available in Keyframe Animation 1.x.
The most important features of Keyframe Animation 2.2 are conveniently located on the toolbar.
All features can be accessed from the menu at,
Plugins > Keyframe Animation.
|Show Toolbar||Toggle the toolbar visibility.|
|Animate Objects||Toggle the Object Animation on and off -- when it is off, the objects don't move.|
Save the position data of all selected objects on the current scene.
(Disabled if there are no scenes.)
Select all objects with position data recorded on the current scene.
(Disabled if there are no scenes.)
Delete the position data of all selected objects on every scene.
(Disabled if no objects are selected.)
|Scene Time Settings...||Open a window to set specific scene transition and delay times for individual scenes.|
|Export > Standard Video...||
Export the animation to a video with a standard resolution and frame rate.
|Export > Custom Video...||
Export the animation to a video with a custom resolution and frame rate.
|Export > Image Sequence...||New Export a sequence of images with a custom resolution and frame rate.|
|Make Tweens||New Generate in between scenes with the object animation "baked in".|
|Undo Tweens||Restore the original keyframe model.|
|Convert v1 to v2||New Run a utility that will convert a version 1.9 animation to version 2.x format.|
|License Info...||New Display Trial and License status. Activate a free trial. Register a license.|
|Offline Status...||New Reports how much time you have left to use Keyframe Animation offline.|
|User Guide||Opens the User Guide for Keyframe Animation 2.2 (this page) in your browser.|
|Purchase||Opens the Keyframe Animation purchase page in your browser.|
There are seven easy steps to set up an animation and get your objects moving.
Convert any geometry that you want to animate into groups or components. Loose geometry can not be animated.
To check the type of something, select it, right-click, and choose Entity Info (context menu right-click > Entity Info)
It doesn't make any difference, for animation purposes, whether something is a group or a component. So, we will refer to them generically as objects.
Add some scenes. You can use the Scenes Manager for this (menu item Window > Scenes).
SketchUp will animate the properties saved with a scene. Keyframe Animation will animate the objects that are recorded on a scene.
Keyframe Animation 2.x is compatible with all the scene properties:
You can combine SketchUp's built-in animation of any scene property, with Keyframe's object animation, and export it all to a video.
If you are creating an animation where the camera does not move, leave the Camera Location box on each scene unchecked. This way, if you want to change the perspective you view the animation from, you can change it on-the-fly, for all the scenes at once, without having to update the Camera Location property on each scene.
Select the first scene by clicking on the scene tab. The tab becomes highlighted.
The scene with a highlighted tab is referred to as the current scene.
You can change which scene is the current one by clicking on different tabs, or by double-clicking on the scene name in the Scenes Manager.
Now use the Move Tool , the Rotation Tool , or the Scale Tool , to position and/or resize the objects on the current scene.
Click the Record Button on the toolbar to save the position data of objects on the current scene. It is disabled (grayed out) if there are no scenes.
It doesn't make any difference whether the Play button is toggled on or off. A bell will ring, and the objects that were recorded will remain selected afterward, so you can see which ones they are. A plop sound indicates that no objects were recorded.
New The record feature works slightly different in version 2.x. We think this logic is more intuitive and functional.
Re-recording an object updates its position data. To revise an animation, simply move the objects to new positions and re-record.
There is a new Select Button on the toolbar. It selects all objects that have position data saved on the current scene. Then, with the objects selected, you can record them all in one click. It is also a quick way to check if an object has position data saved on the current scene or not. The Select Button is disabled if there are no scenes.
Loose geometry can not be recorded or animated.
Use the Entity Info window to check the type (context menu right-click > Entity Info).
The Erase Button is kind of the opposite of Record. It deletes the position data of all selected objects on every scene. It is useful if you want to take a moving object out of the animation and make it stationary. The Erase Button is disabled if no objects are selected.
If you copy an object (e.g. Move + Ctrl), that will copy the object's position data too. So, you will probably want to click the Erase Button to delete it. Otherwise, the copied object will move to the same location as the original object during the animation.
The position data is tied to the scene names. So, if you change a scene's name, then the object's position data associated with it is lost. You will need to re-record the objects on that scene.
That is the basic workflow. Just repeat steps 3, 4, and 5 for each scene.
The Play Button on the toolbar toggles Object Animation on or off. When toggled on, objects will automatically move to their recorded positions during each scene transition.
When the Play button is toggled off, the objects won't move. Object animation is turned off by default when SketchUp first opens.
You can test out the animation by selecting the scenes, one at a time, to initiate each scene transition. Or run a slideshow of the entire animation (View > Animation > Play).
If your objects are not moving, here are some steps to diagnose the cause.
If an object is open for editing, the Object Animation will still proceed, but it is restricted to the moving objects that are contained in the active context.
There are three types of interpolation depending on whether you Move , Rotate , or Scale the objects. Things can get more complicated if you combine the operations.
If you Move the object between scenes, then it is interpolated as a translation.
If you Rotate the object between scenes, then the plugin figures out the correct point of rotation and axis of rotation for the interpolation. Note that rotations are always interpolated through the smallest angle between the two orientations. So, the angle will always be less than or equal to 180 degrees. If the angle is exactly 180 degrees, the direction is ambiguous, so the object could rotate either way.
If you scale the object between scenes, then the object's size is interpolated. The scale factor can be positive or negative for each component axis (red, green, or blue). A negative scale factor amounts to a reflection along that axis.
In version 1.9, there was a bug that occurred if an object was scaled past zero, which resulted in a negative scale factor. Now a negative scale factor is interpolated as a reflection.
A rotation and a translation can not be combined, in general. However, if the translation is parallel to the axis of rotation, then Keyframe Animation will interpolate it correctly. For the other situations, it is possible to combine a translation with a rotation by animating nested objects.
You can translate and scale an object at the same time. Keyframe Animation will always interpolate this correctly.
A scale and a rotation can usually be combined. If the point scaled about lies on the axis of rotation, then Keyframe Animation will interpolate it correctly. If they are different, the interpolation will use a fixed point in between to both rotate and scale about. If you want to scale about one point, while rotating about a different point, you can do that by animating nested objects.
If you flip an object along its red, green, or blue axis (e.g. context menu right-click > Flip Along), that reflects it. Keyframe Animation 2 interpolates a Reflection by moving every point along a line that passes through a "mirror plane" in the middle to a point an equal distance on the other side -- reflecting the object in the process.
If you flip an object along all three axes, that inverts it. It amounts to a reflection through the center point. Keyframe Animation 2 interpolates an Inversion by moving every point along a line that passes through the center to a point an equal distance on the other side -- inverting the object in the process.
If you flip an object along two axes, that is actually the same operation as rotating it 180 degrees, so it is interpolated as an ordinary rotation.
Keyframe Animation allows you to animate subgroups (or subcomponents) to any depth. Subgroups (subcomponents) move relative to their parent. They inherit their parent's motion, and then apply their own movement relative to it. This allows you to compose translations, rotations, and scaling operations, in order to create more complex types of motion.
To record a subgroup (subcomponent), select it first, then click the Record button. Usually, the easiest way to select a nested object is with Outliner. The other way is to open the objects that contain it by successively double-clicking on them, until you can select the nested object.
Click the Time Settings Button on the toolbar to display the Scene Time Settings window. This interface allows you to set the transition time and delay time for each scene. The time is rounded to half-second intervals.
The transition time is the number of seconds it takes for the animated objects to move to their recorded positions. It is also the time it takes for scene properties -- like camera location, or shadow settings -- to transition to the value saved with the scene. A negative value will use the default transition time.
The delay time is the number of seconds the animation will wait before beginning the transition to the next scene. A negative value will use the default delay time.
All settings are saved as soon as the text box loses focus. A bell will ring to indicate the value has changed.
Once your animation is set up, you can export it to a video, animated GIF, or an image sequence. SketchUp has a utility to export animations, but it only exports its own built-in animation of the scene properties, and ignores the object animation. However, Keyframe Animation 2.2 has a utility to export both the scene animation and the object animation.
Now you can combine SketchUp's built-in scene animation with Keyframe's object animation, and export it all, directly from the keyframe model. This new approach is fast, efficient, and user friendly.
Furthermore, the Keyframe Animation export feature plays nice with all the SketchUp scene properties:
Click the Export Video Button on the toolbar to export the animation as a video with standard settings. (Currently this only supported on the PC, not the Mac.)
The menu access is at Export Animation > Standard Video...
You can quickly choose from over a dozen common frame sizes having a 4:3 or 16:9 aspect ratio.
There are several video codecs and formats that are new in version 2.0.
Access the menu item Export Animation > Custom Video... to export the animation as a video with custom settings. (Currently this only supported on the PC, not the Mac.)
The Frame Rate can go from 1 to 60 frames per second.
The Frame Size can go from 8x8 to 3840x2160 pixels.
The Video Encoding-Format options are the same as the Standard Video export.
Access the menu item Export Animation > Image Sequence... to export the animation as a sequence of image files.
The Frame Rate can go from 1 to 60 frames per second.
The Frame Size can go from 8x8 to 3840x2160 pixels.
The Image Format has a drop-down list to choose from
The Background is always opaque for
.bmp image types.
However, if you are exporting
.png type images, then the background can be either opaque or transparent.
There is a new Progress Bar in version 2.x. It displays the time elapsed and the estimated time remaining, and generally makes the export process more user friendly.
The export process is also much more controlled. SketchUp no longer hangs forever while you watch the spinning ball, as was the case when generating the tweens. Click the Stop Export button to interrupt the frame processing at any time. You can resume it later, or stop and quit.
If you quit, the frames that have already been generated are saved in a folder. The next time you export the animation, with the same settings, you can reuse those frames.
You can even export half the frames one day, quit, close SketchUp, reopen it some other day, and pick up where you left off.
The frame folder is given a name based on the model name, the frame rate, the frame size, and the type of images exported. The folder is located in the same directory as the SketchUp model.
A typical frame folder name is, myModel - 24fps 640x360 jpg.
If you are exporting an image sequence, once the frame export is complete, that is the end of the process. Close the Progress Bar window.
If you are exporting a video, there will be an Export Video button. Click it to run a program that compresses the frames into a video with the encoding and format that were selected.
You only need to generate all the frames once for a particular frame size and frame rate.
After that, you can reuse the same frames to export videos with different formats and encodings.
For example, H.264 codec (
.mp4), VP8 or VP9 (
.webm), Animated GIF (
Lossless or Uncompressed (
The video file is given a name based on the model name, the frame rate, and the frame size. It is located in the same folder as the SketchUp model.
A typical video file name is, myModel - 24fps 640x360.mp4.
Once the video is created, the Progress Bar window displays the name of the video file and the frames folder.
If you don't need the frames for anything else, you can delete them and the folder by clicking the Delete Frames button.
And that's it; the animation is exported. Much more simple than the old way of generating all those tweens. The animations can probably be much longer with this new approach too.
Exporting the animation to a video is not currently supported on the Mac. You can, however, export the animation as an image sequence on the Mac. Then you can use QuickTime Player to open up the image sequence and export a video.
QuickTime is a utility that comes with all Mac computers.
SketchUp has a built-in utility to export animations, but it only exports the SketchUp scene property animation, and ignores the Keyframe object animation. However, Keyframe Animation has a workaround that solves this. It creates many scenes in between the keyframes, with copies of the moving objects interpolated between their keyframe positions.
The in between scenes are called tweens for short.
These tweens have the object animation "baked in", so to speak.
Once created, you can export the Keyframe object animation to a video using the SketchUp Export utility,
File > Export > Animation > Video....
The tweens have been an important feature of Keyframe Animation from the very beginning. We omitted them in version 2.0. But we brought the tweens starting with version 2.1, which is a good thing for at least two reasons.
First of all, the tweens make it possible to export the Keyframe object animation to a video, on both platforms. In particular, the Mac can export the object animation to a video again -- it couldn't in version 2.0.
Second, the tweens are very amenable to rendering applications. They are essentially SketchUp scenes, but with the Keyframe object animation "baked in". Basically, when SketchUp animates the Visible Layers scene property, the objects move. The point is, any application that can render the SketchUp scene tabs should also -- via the tweens -- be able to render the Keyframe object animation. For example,
Brighter3D can render the object animation directly from the Keyframe model.
The algorithm that creates the tweens is faster, more efficient, and uses fewer resources. You should see the improvement over version 1.9.
The tweens now play nice with ALL the SketchUp scene properties.
Now you can combine Keyframe's object animation with ANY of the animated scene properties, and export it all to a movie.
The Tweens now support all the camera features, so any type of camera animation can be exported to a video, together with Keyframe's object animation. This includes the Orthographic (Parallel Projection) camera. And changes to the Perspective camera Field Of View.
To generate the tweens, access the menu item,
Keyframe Animation > Make Tweens.
Before you generate the tweens, close all dialogs like Outliner, Model Info, the Scenes Manager, the Layers Manager, etc. If they are open, it can greatly slowdown SketchUp, since then it tries to update the dialogs while it creates the tweens.
You will be asked to set a frame rate. The frame rate specifies how many tweens will be created for each second of transition time. The frame rate can be from 1 to 60 frames per second. A higher frame rate makes the interpolation smoother, but more tweens will be created.
The video you export should have the same frame rate as was used to create the tweens. For example, if you want to export a video at 24 frames per second, then you should create the tweens at 24 fps also. Otherwise, there could be subtle sync issues with the moving objects jumping ahead or lagging behind on various frames.
Before the tweens are generated, a message pop-up reports an upper limit for the number of tweens that will be created. If the number is greater than 1500 tweens, you may want to cancel the operation. The greater the number, the more it will slowdown SketchUp, and possibly crash it if you run out of memory.
Larger animations should be broken up and exported in parts. The Scenes Manager has a checkbox to include or remove a scene from the animation. If the scene in the keyframe model has been removed from the animation, then no tweens will be generated for it.
The tweens will be created in a new model. The original Keyframe model is NOT modified. A Save As dialog will prompt you for a name and location to save the Tweens model. The default name is the Keyframe model name with ".tweens" appended to it.
Since there are usually hundreds of tweens, it might take a few minutes to generate all of them. In the tween tab, the first number indicates which keyframe the tween is associated with. The second number is the index in the sequence of tweens that make up the keyframe transition. If no objects move on a keyframe, then a transition (sequence) of tweens is unnecessary. In that case, Keyframe N is replaced by single scene called Tween N. The first keyframe never has a transition, so it is always called Tween 1.
To return to the original Keyframe model, access the menu item,
Keyframe Animation > Undo Tweens.
It doesn't really undo the tweens; they are in a separate model, which you can save before you leave.
This just restores the original Keyframe model, so you can resume working where you left off.
Note that all the toolbar buttons are disabled in the Tweens model except the Help button .
Now run the SketchUp export utility to turn your tweens into movie (or an image sequence).
Each tween will become one frame in the movie.
The menu item is,
File > Export > Animation > Video....
This brings up the Export Animation dialog box.
The options available depend on your version of SketchUp and whether it is Make or Pro.
This SketchUp Help article has more information about exporting video animations.
If you see a grayed out toolbar, like this...
...it is NOT a bug.
A grayed out toolbar means your model has position data recorded in version 1.9 format. What is going on under the hood in version 2.x is so different that a version 1.x animation will not run. If you open a model with version 1.x position data, then all of the commands on the toolbar and menu will be disabled.
However, there is an easy solution.
Version 2.2 has a utility that will convert any Keyframe Animation from version 1.9 format to version 2.x format.
Access is from the menu item,
Keyframe Animation > Convert v1 to v2.
The Keyframe 2.x compatible animation is created in a new model. You can save it with any name you want. The original model is NOT modified.
Once the new model is open, your old animation will work in Keyframe Animation 2.x, and all the toolbar buttons and menu items will be enabled normally.
The conversion utility now works in any version of SketchUp, from SketchUp 6 to SketchUp 2019.
Since version 2.1.2, Keyframe Animation uses a new and improved license management system. It has several new features to make everything about the license process simple and easy to manage.
The new License Info dialog is accessed via the menu item, Keyframe Animation > License Info.... It organizes the information into three collapsible panels: User Info, Trial Info, and License Info.
Activation makes the software fully functional. You can activate the software by starting a free trial (via the Trial Info panel). Or by registering a license (via the License Info panel).
We think the new system has fixed a lot of activation issues that plagued versions 1.9 and 2.0. For one thing, SketchUp 8 previously was not supported. But now, Keyframe Animation 2.2 can be activated on SketchUp 8. Since SketchUp 2017, activation was frequently denied due to technical issues. However, this new system takes a different approach, which should side-step those technical issues. If anyone has any difficulty activating the software, please let us know.
The License Registration associates a license with a user. Open the License Info panel, enter the license key (serial number) in the text-field, and click the Register button. If all goes well, the license is registered to that user.
The license registration is per user (not per computer). If there are multiple users on the same computer, only one of them can use the license at a time. But since only one user can use the computer at a time, that should not be a big problem. If you have a Mac that is set up to emulate Windows, those are two different platforms, with two different users, so the license can be registered on only one of them at a time.
The registration covers all versions of SketchUp that the user has installed. After the license has been registered on one version of SketchUp, the system will find the license on all the other versions. Even if you enter an invalid serial number, if will still find the license that was previously registered by the user.
You will notice that in the License Info panel there is no Remove button. One of the best features of this new system is that you don't have to remove the license first before you transfer it to a new user. Just open the License Info dialog on the new computer, and enter your serial number, and register the new user. The old user is automatically deregistered.
There are a couple conditions that may block the license transfer. One, the license can not be registered any more often than once every two hours. Two, the license can not be registered to more than two different users in one week.
So, if you always transfer the license between the same two computers -- like a desktop and a laptop -- you can transfer it as often as every two hours, as many times as you want. However, if you are transferring the license to a third computer, then you will have to wait a week from the time you registered the license on the first computer.
If you have a license, you can use the plugin offline for up to one week from the last time you used the plugin with an internet connection. If you have an active trial, but no license, then you can't use the plugin offline.
There is a new utility that reports your Offline Status. It is accessed via the menu item, Keyframe Animation > Offline Status.... It will report if SketchUp thinks you are online or offline, and how much time is left to use the plugin offline.