Glossary · Robotics and control
Keyframe
Also called keyframing, keyframed motion, interpolation
A pose set at a specific moment in a motion. The frames between keyframes are filled in automatically by interpolation.
Keyframing comes from hand-drawn animation. A lead animator drew the important poses, the keyframes, and assistants drew the frames in between. In computer animation the computer does the in-betweening, by interpolation.
To make a keyframed motion:
- Choose the key moments: for a step, perhaps the start, the foot lifting, the foot at its highest, touchdown and settled.
- Set the pose at each, often by choosing where the feet and hips go and solving the joints with inverse kinematics.
- Join the poses with smooth curves over time.
Interpolation
The simplest join is a straight line between keys, linear interpolation:
It’s continuous, but the velocity jumps at every key, so the motion looks robotic. Smooth curves such as cubic splines fix that. For motion, a monotone cubic spline is a good choice because it doesn’t overshoot the keys.
In this project
The scripted recovery moves (the sideways hop with a counterweight leg, and forward and backward steps) are keyframed. Each has a size dial from 0 to 1 and is stored as a table at 5 sizes in 0.02 s frames, which the environment reads as the reference motion.