What's beneficial about temporal auto Bezier keyframes over continuous Bezier keyframes?Animation over a static jpeg pictureInkscape: connect cloned Bezier curvesNeed to know about some some tools and skillsHow can I get rid of bezier handles when moving an object?Convert To Bezier PathUse CSS cubic-bezier for keyframes in After Effects?Inkscape Bezier pen

Are "living" organ banks practical?

What do we gain with higher order logics?

Can a user sell my software (MIT license) without modification?

Why does the Schrödinger equation work so well for the Hydrogen atom despite the relativistic boundary at the nucleus?

Building a road to escape Earth's gravity by making a pyramid on Antartica

Implement Homestuck's Catenative Doomsday Dice Cascader

How to translate “Me doing X” like in online posts?

Notation of last measure of a song with a pickup measure

What is the purpose of building foundations?

What are the peak hours for public transportation in Paris?

Is it possible to (7 day) schedule sleep time of a hard drive?

Cause of continuous spectral lines

How is it possible that Gollum speaks Westron?

What LISP compilers and interpreters were available for 8-bit machines?

Select items in a list that contain criteria #2

Required to check-in in person at international layover airport

Do the English have an ancient (obsolete) verb for the action of the book opening?

Why doesn’t a normal window produce an apparent rainbow?

Subtables with equal width?

Question about JavaScript Math.random() and basic logic

Do simulator games use a realistic trajectory to get into orbit?

Turing patterns

Quickest way to find characteristic polynomial from a given matrix

How would a aircraft visually signal in distress?



What's beneficial about temporal auto Bezier keyframes over continuous Bezier keyframes?


Animation over a static jpeg pictureInkscape: connect cloned Bezier curvesNeed to know about some some tools and skillsHow can I get rid of bezier handles when moving an object?Convert To Bezier PathUse CSS cubic-bezier for keyframes in After Effects?Inkscape Bezier pen













3















From what understand, a temporal auto Bezier keyframe automatically re-adjusts both of its direction handles whenever a neighboring keyframe is moved somehow and the influences of both of its incoming and outgoing velocities are always the same. Whereas a temporal continuous Bezier keyframe does not re-adjusts at all, and the influences are different. So those are the differences on how they work.



But what are the real benefits of auto Bezier keyframes over continuous Bezier keyframes? Most of the time, as far as I know, most people use Easy Ease (In/Out) keyframe assistants anyway, and end up manually adjusting the curves, which results only in continuous Bezier keyframes. What's the point of auto Bezier keyframes?










share|improve this question


























    3















    From what understand, a temporal auto Bezier keyframe automatically re-adjusts both of its direction handles whenever a neighboring keyframe is moved somehow and the influences of both of its incoming and outgoing velocities are always the same. Whereas a temporal continuous Bezier keyframe does not re-adjusts at all, and the influences are different. So those are the differences on how they work.



    But what are the real benefits of auto Bezier keyframes over continuous Bezier keyframes? Most of the time, as far as I know, most people use Easy Ease (In/Out) keyframe assistants anyway, and end up manually adjusting the curves, which results only in continuous Bezier keyframes. What's the point of auto Bezier keyframes?










    share|improve this question
























      3












      3








      3








      From what understand, a temporal auto Bezier keyframe automatically re-adjusts both of its direction handles whenever a neighboring keyframe is moved somehow and the influences of both of its incoming and outgoing velocities are always the same. Whereas a temporal continuous Bezier keyframe does not re-adjusts at all, and the influences are different. So those are the differences on how they work.



      But what are the real benefits of auto Bezier keyframes over continuous Bezier keyframes? Most of the time, as far as I know, most people use Easy Ease (In/Out) keyframe assistants anyway, and end up manually adjusting the curves, which results only in continuous Bezier keyframes. What's the point of auto Bezier keyframes?










      share|improve this question














      From what understand, a temporal auto Bezier keyframe automatically re-adjusts both of its direction handles whenever a neighboring keyframe is moved somehow and the influences of both of its incoming and outgoing velocities are always the same. Whereas a temporal continuous Bezier keyframe does not re-adjusts at all, and the influences are different. So those are the differences on how they work.



      But what are the real benefits of auto Bezier keyframes over continuous Bezier keyframes? Most of the time, as far as I know, most people use Easy Ease (In/Out) keyframe assistants anyway, and end up manually adjusting the curves, which results only in continuous Bezier keyframes. What's the point of auto Bezier keyframes?







      animation adobe-after-effects bezier-curve interpolation adobe-premiere






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked May 28 at 9:27









      Vun-Hugh VawVun-Hugh Vaw

      131113




      131113




















          2 Answers
          2






          active

          oldest

          votes


















          4





          +50









          Difference is quite low :) Auto bezier will generate constrains automatically and continous bezier will allow that constrains to be streched in the axes (same line of auto generated constrains) and once you change constrains axis ( means u make shape like V) it'll become bezier



          Auto Bezier : As it's name says; auto bezier stands for the smoothness of animation by adjusting all curves automatically.



          Continous Bezier : same as Auto bezier in first perspective; does same thing when adjusting curves! Then what is the point??



          Here it goes:



          1. From my knowledge whenever keyframes are auto beziers if you changes the keyframes handles then this behaviour will FORCE all other relating (neighbour) handles to change their handles to in term to maintain the smoothness automatically so let me give you example. you want to make ball fall down and bounce animation then you can use this behavious since till collision of ball it's speed will be graduating constantly and then after collision it bounces upwards by applying pressure to surface and then it stops.

          so in that case we had graduating changes in motion and to make it smooth we can use auto bezier since it will auto generate curves based on gravity(speed in our case) and even if you change one handle it'll change others too



          1. now come in bezier handles. in continous bezier handles you have fully controls over each handles. so if you want to make your ball move down in illogical way(slowly comes down and then gets speed and again get very slow etc.) you can use continous bezier since it won't affect other handles while changing and then you can have your desired changes in motion speed

          so basically if you doing natural movements like slope or fall or jump ; auto bezier will be best choice until you found that some keyframe really need change only then switch that frame to Continous Bezier :)



          Edit : Watch Below image in which i drew constrains relation between auto ,continous and bezier and its effects by interpolation in graph



          enter image description here



          and not but least u can always read Official Docs if you want; Hope it helps :) Happy Animating time :)



          Here Is Little More



          About "influences of incoming and outgoing velocities" : it will only same when you've selected Auto Bezier or Continous Bezier in temporal interpolation and when we talk about spatial interpolation it doesn't effect on velocity at all. it just tells us about position : in short i think you will get all confusion clear by using graph.



          first switch graph to Speed Graph and keep your Temporal interpolation linear.you will see that your speed isn't smooth at all but once you switch temporal interpolation to auto bezier the incoming and outgoing velocity will be equaled and now you can see smooth graph(curve)



          now we comes to spatial interpolation: now it's all about values of position and so on so switch your graph from speed to value and set spatial interpolation from linear to auto or continuous bezier now it'll show you smooth curve instead of straight lines



          In Short : "Use Auto Bezier unless you find some frames bad and fix it by only making it to continous :) to understand it more : no matter it's auto or continous the spatial interpolation reffers for values and temporal intepolation refers to velocity(speed over time) "



          -Regards; Design Phoenix






          share|improve this answer




















          • 1





            About your bouncing-ball example, which keyframes that should be auto Bezier are you talking about? There are keyframes at the points of impact and there are ones at the top of the motion path curves. I may consider using auto Bezier (both spatial and temporal) for those keyframes at the the top of the motion path curves, but I would just use Bezier (non-continuous, each direction handle points differently) for the ones at the points of impact, as when the ball hits something and bounces back, there's an abrupt change of speed rather than a gradual, smooth shift.

            – Vun-Hugh Vaw
            May 28 at 10:14












          • @Vun-HughVaw see my edits: and assume you threw your ball like cricket ball when it'll going and hit the stumps it's auto since it won't allow to make change ( quickly increasing speed drastically betwen frames) but if batsman hits a six (quick high speed from same frame) it's continous since on keyframes one side speed will be low and on another handle it'll be high. P.S. : both interpolation helps you to make smooth animation but continous just gives you more flexibility that's all :)

            – Design Phoenix
            May 28 at 10:51











          • I would like to give a +1 for effort but your phrasing might need some work. It's quite confusing with all these grammatical errors and weird phrases such as "it'll be swapped to Continous and controlling time and speed will lose equality in speed." As for this so-called "equality", I get that it's part of how each type of keyframe works (I mentioned the "influences of incoming and outgoing velocities"), but I'm struggling to see what's so good about being "equal", or "balanced" or "symmetrical" if you will.

            – Vun-Hugh Vaw
            May 28 at 14:56











          • i edited my answer in term of some better understanding. please tell me if you still confused since auto bezier and continous doesn't makes much changes; it's only can understood by using value and speed graph :)

            – Design Phoenix
            May 29 at 3:20











          • @Vun-HughVaw Sorry I Forgot to check image. it's points was misplaced so edited image and note that graph is just for understanding. i tried to clone graph and it's effects better apply it in AE for clear details

            – Design Phoenix
            May 29 at 4:34


















          1














          Okay, after watching a bunch of physics lesson videos on how to read position-time graphs and lots of testing, I think I've finally understood how these different types of keyframes work.



          Basically I've been looking at this at the wrong angle. The most obvious benefit of Auto Bezier keyframes are not over Continuous Bezier keyframes, but over Linear keyframes. With Auto Bezier keyframes (and Roving keyframes as well), you get more logical, or more realistic if you will, instantaneous speed at the keyframes. The problem about Linear keyframes is that you have an abrupt change of speed from before them to after them, which is impossible (unless you're Superman who can do something close to that). It's very obvious at the first or last keyframe, where an object goes straight from 0 speed to high speed or vice versa. Therefore, Auto Bezier keyframes introduce curves right at the keyframes ("smooth the corners out") so that you have feasible instantaneous speed at those keyframes (same speed before and after them). At the same time, you still get to keep the almost constant speed between keyframes that's almost indistinguishable from the true constant speed that Linear interpolation offers, with the influence of the keyframes on both sides about 16,666% (maybe a magical number that After Effects figured out somehow, I'm not sure). Basically, you get quite some decent easing right out of the box with Auto Bezier keyframes, plus the handles automatically readjust themselves whenever you move neighboring keyframes to maintain the proper smoothness and the influence of 16,666%.



          As for Continuous Bezier keyframes, they cost you the automatic readjustment, but they offer even more fine adjustment to how the easing should work between keyframes. Maybe you don't want the easing happens only at 16,666% of the duration between 2 keyframes with Auto Bezier, or maybe you don't want the pseudo-constant speed between them. Maybe you want to really exaggerate the way your object accelerates by adjusting the positions of the tips of the angles of the handles (up and down for value, left and right for influence). However, exaggerating too much might result in very unrealistic motion, for example if the angles of the handles are wrong you may end up having overshoots of motion, in other words a case where temporal interpolation affects spatial interpolation.



          That being said, Linear keyframes aren't useless. Sometimes it doesn't really make sense to try to achieve realism with a bunch of computer-generated motion graphics, especially when your object moves so slow that acceleration doesn't matter that much. And if you're relying on the Motion Sketch panel or the Convert Audio to Keyframes Keyframe Assistant for example, which may generate keyframes on a frame-by-frame basis, it's not very necessary to try to smooth them all out.



          TL;DR: Auto Bezier's better than Linear because it's more logical and it offers simple automatic easing; Continuous Bezier's better than Auto Bezier's because you have more control over how your easing should be; Auto Bezier's better than Continuous Bezier because it offers easy and automatic (but more limited) easing.






          share|improve this answer

























            Your Answer








            StackExchange.ready(function()
            var channelOptions =
            tags: "".split(" "),
            id: "174"
            ;
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function()
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled)
            StackExchange.using("snippets", function()
            createEditor();
            );

            else
            createEditor();

            );

            function createEditor()
            StackExchange.prepareEditor(
            heartbeatType: 'answer',
            autoActivateHeartbeat: false,
            convertImagesToLinks: false,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: null,
            bindNavPrevention: true,
            postfix: "",
            imageUploader:
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            ,
            onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            );



            );













            draft saved

            draft discarded


















            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgraphicdesign.stackexchange.com%2fquestions%2f125013%2fwhats-beneficial-about-temporal-auto-bezier-keyframes-over-continuous-bezier-ke%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown

























            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            4





            +50









            Difference is quite low :) Auto bezier will generate constrains automatically and continous bezier will allow that constrains to be streched in the axes (same line of auto generated constrains) and once you change constrains axis ( means u make shape like V) it'll become bezier



            Auto Bezier : As it's name says; auto bezier stands for the smoothness of animation by adjusting all curves automatically.



            Continous Bezier : same as Auto bezier in first perspective; does same thing when adjusting curves! Then what is the point??



            Here it goes:



            1. From my knowledge whenever keyframes are auto beziers if you changes the keyframes handles then this behaviour will FORCE all other relating (neighbour) handles to change their handles to in term to maintain the smoothness automatically so let me give you example. you want to make ball fall down and bounce animation then you can use this behavious since till collision of ball it's speed will be graduating constantly and then after collision it bounces upwards by applying pressure to surface and then it stops.

            so in that case we had graduating changes in motion and to make it smooth we can use auto bezier since it will auto generate curves based on gravity(speed in our case) and even if you change one handle it'll change others too



            1. now come in bezier handles. in continous bezier handles you have fully controls over each handles. so if you want to make your ball move down in illogical way(slowly comes down and then gets speed and again get very slow etc.) you can use continous bezier since it won't affect other handles while changing and then you can have your desired changes in motion speed

            so basically if you doing natural movements like slope or fall or jump ; auto bezier will be best choice until you found that some keyframe really need change only then switch that frame to Continous Bezier :)



            Edit : Watch Below image in which i drew constrains relation between auto ,continous and bezier and its effects by interpolation in graph



            enter image description here



            and not but least u can always read Official Docs if you want; Hope it helps :) Happy Animating time :)



            Here Is Little More



            About "influences of incoming and outgoing velocities" : it will only same when you've selected Auto Bezier or Continous Bezier in temporal interpolation and when we talk about spatial interpolation it doesn't effect on velocity at all. it just tells us about position : in short i think you will get all confusion clear by using graph.



            first switch graph to Speed Graph and keep your Temporal interpolation linear.you will see that your speed isn't smooth at all but once you switch temporal interpolation to auto bezier the incoming and outgoing velocity will be equaled and now you can see smooth graph(curve)



            now we comes to spatial interpolation: now it's all about values of position and so on so switch your graph from speed to value and set spatial interpolation from linear to auto or continuous bezier now it'll show you smooth curve instead of straight lines



            In Short : "Use Auto Bezier unless you find some frames bad and fix it by only making it to continous :) to understand it more : no matter it's auto or continous the spatial interpolation reffers for values and temporal intepolation refers to velocity(speed over time) "



            -Regards; Design Phoenix






            share|improve this answer




















            • 1





              About your bouncing-ball example, which keyframes that should be auto Bezier are you talking about? There are keyframes at the points of impact and there are ones at the top of the motion path curves. I may consider using auto Bezier (both spatial and temporal) for those keyframes at the the top of the motion path curves, but I would just use Bezier (non-continuous, each direction handle points differently) for the ones at the points of impact, as when the ball hits something and bounces back, there's an abrupt change of speed rather than a gradual, smooth shift.

              – Vun-Hugh Vaw
              May 28 at 10:14












            • @Vun-HughVaw see my edits: and assume you threw your ball like cricket ball when it'll going and hit the stumps it's auto since it won't allow to make change ( quickly increasing speed drastically betwen frames) but if batsman hits a six (quick high speed from same frame) it's continous since on keyframes one side speed will be low and on another handle it'll be high. P.S. : both interpolation helps you to make smooth animation but continous just gives you more flexibility that's all :)

              – Design Phoenix
              May 28 at 10:51











            • I would like to give a +1 for effort but your phrasing might need some work. It's quite confusing with all these grammatical errors and weird phrases such as "it'll be swapped to Continous and controlling time and speed will lose equality in speed." As for this so-called "equality", I get that it's part of how each type of keyframe works (I mentioned the "influences of incoming and outgoing velocities"), but I'm struggling to see what's so good about being "equal", or "balanced" or "symmetrical" if you will.

              – Vun-Hugh Vaw
              May 28 at 14:56











            • i edited my answer in term of some better understanding. please tell me if you still confused since auto bezier and continous doesn't makes much changes; it's only can understood by using value and speed graph :)

              – Design Phoenix
              May 29 at 3:20











            • @Vun-HughVaw Sorry I Forgot to check image. it's points was misplaced so edited image and note that graph is just for understanding. i tried to clone graph and it's effects better apply it in AE for clear details

              – Design Phoenix
              May 29 at 4:34















            4





            +50









            Difference is quite low :) Auto bezier will generate constrains automatically and continous bezier will allow that constrains to be streched in the axes (same line of auto generated constrains) and once you change constrains axis ( means u make shape like V) it'll become bezier



            Auto Bezier : As it's name says; auto bezier stands for the smoothness of animation by adjusting all curves automatically.



            Continous Bezier : same as Auto bezier in first perspective; does same thing when adjusting curves! Then what is the point??



            Here it goes:



            1. From my knowledge whenever keyframes are auto beziers if you changes the keyframes handles then this behaviour will FORCE all other relating (neighbour) handles to change their handles to in term to maintain the smoothness automatically so let me give you example. you want to make ball fall down and bounce animation then you can use this behavious since till collision of ball it's speed will be graduating constantly and then after collision it bounces upwards by applying pressure to surface and then it stops.

            so in that case we had graduating changes in motion and to make it smooth we can use auto bezier since it will auto generate curves based on gravity(speed in our case) and even if you change one handle it'll change others too



            1. now come in bezier handles. in continous bezier handles you have fully controls over each handles. so if you want to make your ball move down in illogical way(slowly comes down and then gets speed and again get very slow etc.) you can use continous bezier since it won't affect other handles while changing and then you can have your desired changes in motion speed

            so basically if you doing natural movements like slope or fall or jump ; auto bezier will be best choice until you found that some keyframe really need change only then switch that frame to Continous Bezier :)



            Edit : Watch Below image in which i drew constrains relation between auto ,continous and bezier and its effects by interpolation in graph



            enter image description here



            and not but least u can always read Official Docs if you want; Hope it helps :) Happy Animating time :)



            Here Is Little More



            About "influences of incoming and outgoing velocities" : it will only same when you've selected Auto Bezier or Continous Bezier in temporal interpolation and when we talk about spatial interpolation it doesn't effect on velocity at all. it just tells us about position : in short i think you will get all confusion clear by using graph.



            first switch graph to Speed Graph and keep your Temporal interpolation linear.you will see that your speed isn't smooth at all but once you switch temporal interpolation to auto bezier the incoming and outgoing velocity will be equaled and now you can see smooth graph(curve)



            now we comes to spatial interpolation: now it's all about values of position and so on so switch your graph from speed to value and set spatial interpolation from linear to auto or continuous bezier now it'll show you smooth curve instead of straight lines



            In Short : "Use Auto Bezier unless you find some frames bad and fix it by only making it to continous :) to understand it more : no matter it's auto or continous the spatial interpolation reffers for values and temporal intepolation refers to velocity(speed over time) "



            -Regards; Design Phoenix






            share|improve this answer




















            • 1





              About your bouncing-ball example, which keyframes that should be auto Bezier are you talking about? There are keyframes at the points of impact and there are ones at the top of the motion path curves. I may consider using auto Bezier (both spatial and temporal) for those keyframes at the the top of the motion path curves, but I would just use Bezier (non-continuous, each direction handle points differently) for the ones at the points of impact, as when the ball hits something and bounces back, there's an abrupt change of speed rather than a gradual, smooth shift.

              – Vun-Hugh Vaw
              May 28 at 10:14












            • @Vun-HughVaw see my edits: and assume you threw your ball like cricket ball when it'll going and hit the stumps it's auto since it won't allow to make change ( quickly increasing speed drastically betwen frames) but if batsman hits a six (quick high speed from same frame) it's continous since on keyframes one side speed will be low and on another handle it'll be high. P.S. : both interpolation helps you to make smooth animation but continous just gives you more flexibility that's all :)

              – Design Phoenix
              May 28 at 10:51











            • I would like to give a +1 for effort but your phrasing might need some work. It's quite confusing with all these grammatical errors and weird phrases such as "it'll be swapped to Continous and controlling time and speed will lose equality in speed." As for this so-called "equality", I get that it's part of how each type of keyframe works (I mentioned the "influences of incoming and outgoing velocities"), but I'm struggling to see what's so good about being "equal", or "balanced" or "symmetrical" if you will.

              – Vun-Hugh Vaw
              May 28 at 14:56











            • i edited my answer in term of some better understanding. please tell me if you still confused since auto bezier and continous doesn't makes much changes; it's only can understood by using value and speed graph :)

              – Design Phoenix
              May 29 at 3:20











            • @Vun-HughVaw Sorry I Forgot to check image. it's points was misplaced so edited image and note that graph is just for understanding. i tried to clone graph and it's effects better apply it in AE for clear details

              – Design Phoenix
              May 29 at 4:34













            4





            +50







            4





            +50



            4




            +50





            Difference is quite low :) Auto bezier will generate constrains automatically and continous bezier will allow that constrains to be streched in the axes (same line of auto generated constrains) and once you change constrains axis ( means u make shape like V) it'll become bezier



            Auto Bezier : As it's name says; auto bezier stands for the smoothness of animation by adjusting all curves automatically.



            Continous Bezier : same as Auto bezier in first perspective; does same thing when adjusting curves! Then what is the point??



            Here it goes:



            1. From my knowledge whenever keyframes are auto beziers if you changes the keyframes handles then this behaviour will FORCE all other relating (neighbour) handles to change their handles to in term to maintain the smoothness automatically so let me give you example. you want to make ball fall down and bounce animation then you can use this behavious since till collision of ball it's speed will be graduating constantly and then after collision it bounces upwards by applying pressure to surface and then it stops.

            so in that case we had graduating changes in motion and to make it smooth we can use auto bezier since it will auto generate curves based on gravity(speed in our case) and even if you change one handle it'll change others too



            1. now come in bezier handles. in continous bezier handles you have fully controls over each handles. so if you want to make your ball move down in illogical way(slowly comes down and then gets speed and again get very slow etc.) you can use continous bezier since it won't affect other handles while changing and then you can have your desired changes in motion speed

            so basically if you doing natural movements like slope or fall or jump ; auto bezier will be best choice until you found that some keyframe really need change only then switch that frame to Continous Bezier :)



            Edit : Watch Below image in which i drew constrains relation between auto ,continous and bezier and its effects by interpolation in graph



            enter image description here



            and not but least u can always read Official Docs if you want; Hope it helps :) Happy Animating time :)



            Here Is Little More



            About "influences of incoming and outgoing velocities" : it will only same when you've selected Auto Bezier or Continous Bezier in temporal interpolation and when we talk about spatial interpolation it doesn't effect on velocity at all. it just tells us about position : in short i think you will get all confusion clear by using graph.



            first switch graph to Speed Graph and keep your Temporal interpolation linear.you will see that your speed isn't smooth at all but once you switch temporal interpolation to auto bezier the incoming and outgoing velocity will be equaled and now you can see smooth graph(curve)



            now we comes to spatial interpolation: now it's all about values of position and so on so switch your graph from speed to value and set spatial interpolation from linear to auto or continuous bezier now it'll show you smooth curve instead of straight lines



            In Short : "Use Auto Bezier unless you find some frames bad and fix it by only making it to continous :) to understand it more : no matter it's auto or continous the spatial interpolation reffers for values and temporal intepolation refers to velocity(speed over time) "



            -Regards; Design Phoenix






            share|improve this answer















            Difference is quite low :) Auto bezier will generate constrains automatically and continous bezier will allow that constrains to be streched in the axes (same line of auto generated constrains) and once you change constrains axis ( means u make shape like V) it'll become bezier



            Auto Bezier : As it's name says; auto bezier stands for the smoothness of animation by adjusting all curves automatically.



            Continous Bezier : same as Auto bezier in first perspective; does same thing when adjusting curves! Then what is the point??



            Here it goes:



            1. From my knowledge whenever keyframes are auto beziers if you changes the keyframes handles then this behaviour will FORCE all other relating (neighbour) handles to change their handles to in term to maintain the smoothness automatically so let me give you example. you want to make ball fall down and bounce animation then you can use this behavious since till collision of ball it's speed will be graduating constantly and then after collision it bounces upwards by applying pressure to surface and then it stops.

            so in that case we had graduating changes in motion and to make it smooth we can use auto bezier since it will auto generate curves based on gravity(speed in our case) and even if you change one handle it'll change others too



            1. now come in bezier handles. in continous bezier handles you have fully controls over each handles. so if you want to make your ball move down in illogical way(slowly comes down and then gets speed and again get very slow etc.) you can use continous bezier since it won't affect other handles while changing and then you can have your desired changes in motion speed

            so basically if you doing natural movements like slope or fall or jump ; auto bezier will be best choice until you found that some keyframe really need change only then switch that frame to Continous Bezier :)



            Edit : Watch Below image in which i drew constrains relation between auto ,continous and bezier and its effects by interpolation in graph



            enter image description here



            and not but least u can always read Official Docs if you want; Hope it helps :) Happy Animating time :)



            Here Is Little More



            About "influences of incoming and outgoing velocities" : it will only same when you've selected Auto Bezier or Continous Bezier in temporal interpolation and when we talk about spatial interpolation it doesn't effect on velocity at all. it just tells us about position : in short i think you will get all confusion clear by using graph.



            first switch graph to Speed Graph and keep your Temporal interpolation linear.you will see that your speed isn't smooth at all but once you switch temporal interpolation to auto bezier the incoming and outgoing velocity will be equaled and now you can see smooth graph(curve)



            now we comes to spatial interpolation: now it's all about values of position and so on so switch your graph from speed to value and set spatial interpolation from linear to auto or continuous bezier now it'll show you smooth curve instead of straight lines



            In Short : "Use Auto Bezier unless you find some frames bad and fix it by only making it to continous :) to understand it more : no matter it's auto or continous the spatial interpolation reffers for values and temporal intepolation refers to velocity(speed over time) "



            -Regards; Design Phoenix







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited May 29 at 4:32

























            answered May 28 at 10:06









            Design PhoenixDesign Phoenix

            788114




            788114







            • 1





              About your bouncing-ball example, which keyframes that should be auto Bezier are you talking about? There are keyframes at the points of impact and there are ones at the top of the motion path curves. I may consider using auto Bezier (both spatial and temporal) for those keyframes at the the top of the motion path curves, but I would just use Bezier (non-continuous, each direction handle points differently) for the ones at the points of impact, as when the ball hits something and bounces back, there's an abrupt change of speed rather than a gradual, smooth shift.

              – Vun-Hugh Vaw
              May 28 at 10:14












            • @Vun-HughVaw see my edits: and assume you threw your ball like cricket ball when it'll going and hit the stumps it's auto since it won't allow to make change ( quickly increasing speed drastically betwen frames) but if batsman hits a six (quick high speed from same frame) it's continous since on keyframes one side speed will be low and on another handle it'll be high. P.S. : both interpolation helps you to make smooth animation but continous just gives you more flexibility that's all :)

              – Design Phoenix
              May 28 at 10:51











            • I would like to give a +1 for effort but your phrasing might need some work. It's quite confusing with all these grammatical errors and weird phrases such as "it'll be swapped to Continous and controlling time and speed will lose equality in speed." As for this so-called "equality", I get that it's part of how each type of keyframe works (I mentioned the "influences of incoming and outgoing velocities"), but I'm struggling to see what's so good about being "equal", or "balanced" or "symmetrical" if you will.

              – Vun-Hugh Vaw
              May 28 at 14:56











            • i edited my answer in term of some better understanding. please tell me if you still confused since auto bezier and continous doesn't makes much changes; it's only can understood by using value and speed graph :)

              – Design Phoenix
              May 29 at 3:20











            • @Vun-HughVaw Sorry I Forgot to check image. it's points was misplaced so edited image and note that graph is just for understanding. i tried to clone graph and it's effects better apply it in AE for clear details

              – Design Phoenix
              May 29 at 4:34












            • 1





              About your bouncing-ball example, which keyframes that should be auto Bezier are you talking about? There are keyframes at the points of impact and there are ones at the top of the motion path curves. I may consider using auto Bezier (both spatial and temporal) for those keyframes at the the top of the motion path curves, but I would just use Bezier (non-continuous, each direction handle points differently) for the ones at the points of impact, as when the ball hits something and bounces back, there's an abrupt change of speed rather than a gradual, smooth shift.

              – Vun-Hugh Vaw
              May 28 at 10:14












            • @Vun-HughVaw see my edits: and assume you threw your ball like cricket ball when it'll going and hit the stumps it's auto since it won't allow to make change ( quickly increasing speed drastically betwen frames) but if batsman hits a six (quick high speed from same frame) it's continous since on keyframes one side speed will be low and on another handle it'll be high. P.S. : both interpolation helps you to make smooth animation but continous just gives you more flexibility that's all :)

              – Design Phoenix
              May 28 at 10:51











            • I would like to give a +1 for effort but your phrasing might need some work. It's quite confusing with all these grammatical errors and weird phrases such as "it'll be swapped to Continous and controlling time and speed will lose equality in speed." As for this so-called "equality", I get that it's part of how each type of keyframe works (I mentioned the "influences of incoming and outgoing velocities"), but I'm struggling to see what's so good about being "equal", or "balanced" or "symmetrical" if you will.

              – Vun-Hugh Vaw
              May 28 at 14:56











            • i edited my answer in term of some better understanding. please tell me if you still confused since auto bezier and continous doesn't makes much changes; it's only can understood by using value and speed graph :)

              – Design Phoenix
              May 29 at 3:20











            • @Vun-HughVaw Sorry I Forgot to check image. it's points was misplaced so edited image and note that graph is just for understanding. i tried to clone graph and it's effects better apply it in AE for clear details

              – Design Phoenix
              May 29 at 4:34







            1




            1





            About your bouncing-ball example, which keyframes that should be auto Bezier are you talking about? There are keyframes at the points of impact and there are ones at the top of the motion path curves. I may consider using auto Bezier (both spatial and temporal) for those keyframes at the the top of the motion path curves, but I would just use Bezier (non-continuous, each direction handle points differently) for the ones at the points of impact, as when the ball hits something and bounces back, there's an abrupt change of speed rather than a gradual, smooth shift.

            – Vun-Hugh Vaw
            May 28 at 10:14






            About your bouncing-ball example, which keyframes that should be auto Bezier are you talking about? There are keyframes at the points of impact and there are ones at the top of the motion path curves. I may consider using auto Bezier (both spatial and temporal) for those keyframes at the the top of the motion path curves, but I would just use Bezier (non-continuous, each direction handle points differently) for the ones at the points of impact, as when the ball hits something and bounces back, there's an abrupt change of speed rather than a gradual, smooth shift.

            – Vun-Hugh Vaw
            May 28 at 10:14














            @Vun-HughVaw see my edits: and assume you threw your ball like cricket ball when it'll going and hit the stumps it's auto since it won't allow to make change ( quickly increasing speed drastically betwen frames) but if batsman hits a six (quick high speed from same frame) it's continous since on keyframes one side speed will be low and on another handle it'll be high. P.S. : both interpolation helps you to make smooth animation but continous just gives you more flexibility that's all :)

            – Design Phoenix
            May 28 at 10:51





            @Vun-HughVaw see my edits: and assume you threw your ball like cricket ball when it'll going and hit the stumps it's auto since it won't allow to make change ( quickly increasing speed drastically betwen frames) but if batsman hits a six (quick high speed from same frame) it's continous since on keyframes one side speed will be low and on another handle it'll be high. P.S. : both interpolation helps you to make smooth animation but continous just gives you more flexibility that's all :)

            – Design Phoenix
            May 28 at 10:51













            I would like to give a +1 for effort but your phrasing might need some work. It's quite confusing with all these grammatical errors and weird phrases such as "it'll be swapped to Continous and controlling time and speed will lose equality in speed." As for this so-called "equality", I get that it's part of how each type of keyframe works (I mentioned the "influences of incoming and outgoing velocities"), but I'm struggling to see what's so good about being "equal", or "balanced" or "symmetrical" if you will.

            – Vun-Hugh Vaw
            May 28 at 14:56





            I would like to give a +1 for effort but your phrasing might need some work. It's quite confusing with all these grammatical errors and weird phrases such as "it'll be swapped to Continous and controlling time and speed will lose equality in speed." As for this so-called "equality", I get that it's part of how each type of keyframe works (I mentioned the "influences of incoming and outgoing velocities"), but I'm struggling to see what's so good about being "equal", or "balanced" or "symmetrical" if you will.

            – Vun-Hugh Vaw
            May 28 at 14:56













            i edited my answer in term of some better understanding. please tell me if you still confused since auto bezier and continous doesn't makes much changes; it's only can understood by using value and speed graph :)

            – Design Phoenix
            May 29 at 3:20





            i edited my answer in term of some better understanding. please tell me if you still confused since auto bezier and continous doesn't makes much changes; it's only can understood by using value and speed graph :)

            – Design Phoenix
            May 29 at 3:20













            @Vun-HughVaw Sorry I Forgot to check image. it's points was misplaced so edited image and note that graph is just for understanding. i tried to clone graph and it's effects better apply it in AE for clear details

            – Design Phoenix
            May 29 at 4:34





            @Vun-HughVaw Sorry I Forgot to check image. it's points was misplaced so edited image and note that graph is just for understanding. i tried to clone graph and it's effects better apply it in AE for clear details

            – Design Phoenix
            May 29 at 4:34











            1














            Okay, after watching a bunch of physics lesson videos on how to read position-time graphs and lots of testing, I think I've finally understood how these different types of keyframes work.



            Basically I've been looking at this at the wrong angle. The most obvious benefit of Auto Bezier keyframes are not over Continuous Bezier keyframes, but over Linear keyframes. With Auto Bezier keyframes (and Roving keyframes as well), you get more logical, or more realistic if you will, instantaneous speed at the keyframes. The problem about Linear keyframes is that you have an abrupt change of speed from before them to after them, which is impossible (unless you're Superman who can do something close to that). It's very obvious at the first or last keyframe, where an object goes straight from 0 speed to high speed or vice versa. Therefore, Auto Bezier keyframes introduce curves right at the keyframes ("smooth the corners out") so that you have feasible instantaneous speed at those keyframes (same speed before and after them). At the same time, you still get to keep the almost constant speed between keyframes that's almost indistinguishable from the true constant speed that Linear interpolation offers, with the influence of the keyframes on both sides about 16,666% (maybe a magical number that After Effects figured out somehow, I'm not sure). Basically, you get quite some decent easing right out of the box with Auto Bezier keyframes, plus the handles automatically readjust themselves whenever you move neighboring keyframes to maintain the proper smoothness and the influence of 16,666%.



            As for Continuous Bezier keyframes, they cost you the automatic readjustment, but they offer even more fine adjustment to how the easing should work between keyframes. Maybe you don't want the easing happens only at 16,666% of the duration between 2 keyframes with Auto Bezier, or maybe you don't want the pseudo-constant speed between them. Maybe you want to really exaggerate the way your object accelerates by adjusting the positions of the tips of the angles of the handles (up and down for value, left and right for influence). However, exaggerating too much might result in very unrealistic motion, for example if the angles of the handles are wrong you may end up having overshoots of motion, in other words a case where temporal interpolation affects spatial interpolation.



            That being said, Linear keyframes aren't useless. Sometimes it doesn't really make sense to try to achieve realism with a bunch of computer-generated motion graphics, especially when your object moves so slow that acceleration doesn't matter that much. And if you're relying on the Motion Sketch panel or the Convert Audio to Keyframes Keyframe Assistant for example, which may generate keyframes on a frame-by-frame basis, it's not very necessary to try to smooth them all out.



            TL;DR: Auto Bezier's better than Linear because it's more logical and it offers simple automatic easing; Continuous Bezier's better than Auto Bezier's because you have more control over how your easing should be; Auto Bezier's better than Continuous Bezier because it offers easy and automatic (but more limited) easing.






            share|improve this answer





























              1














              Okay, after watching a bunch of physics lesson videos on how to read position-time graphs and lots of testing, I think I've finally understood how these different types of keyframes work.



              Basically I've been looking at this at the wrong angle. The most obvious benefit of Auto Bezier keyframes are not over Continuous Bezier keyframes, but over Linear keyframes. With Auto Bezier keyframes (and Roving keyframes as well), you get more logical, or more realistic if you will, instantaneous speed at the keyframes. The problem about Linear keyframes is that you have an abrupt change of speed from before them to after them, which is impossible (unless you're Superman who can do something close to that). It's very obvious at the first or last keyframe, where an object goes straight from 0 speed to high speed or vice versa. Therefore, Auto Bezier keyframes introduce curves right at the keyframes ("smooth the corners out") so that you have feasible instantaneous speed at those keyframes (same speed before and after them). At the same time, you still get to keep the almost constant speed between keyframes that's almost indistinguishable from the true constant speed that Linear interpolation offers, with the influence of the keyframes on both sides about 16,666% (maybe a magical number that After Effects figured out somehow, I'm not sure). Basically, you get quite some decent easing right out of the box with Auto Bezier keyframes, plus the handles automatically readjust themselves whenever you move neighboring keyframes to maintain the proper smoothness and the influence of 16,666%.



              As for Continuous Bezier keyframes, they cost you the automatic readjustment, but they offer even more fine adjustment to how the easing should work between keyframes. Maybe you don't want the easing happens only at 16,666% of the duration between 2 keyframes with Auto Bezier, or maybe you don't want the pseudo-constant speed between them. Maybe you want to really exaggerate the way your object accelerates by adjusting the positions of the tips of the angles of the handles (up and down for value, left and right for influence). However, exaggerating too much might result in very unrealistic motion, for example if the angles of the handles are wrong you may end up having overshoots of motion, in other words a case where temporal interpolation affects spatial interpolation.



              That being said, Linear keyframes aren't useless. Sometimes it doesn't really make sense to try to achieve realism with a bunch of computer-generated motion graphics, especially when your object moves so slow that acceleration doesn't matter that much. And if you're relying on the Motion Sketch panel or the Convert Audio to Keyframes Keyframe Assistant for example, which may generate keyframes on a frame-by-frame basis, it's not very necessary to try to smooth them all out.



              TL;DR: Auto Bezier's better than Linear because it's more logical and it offers simple automatic easing; Continuous Bezier's better than Auto Bezier's because you have more control over how your easing should be; Auto Bezier's better than Continuous Bezier because it offers easy and automatic (but more limited) easing.






              share|improve this answer



























                1












                1








                1







                Okay, after watching a bunch of physics lesson videos on how to read position-time graphs and lots of testing, I think I've finally understood how these different types of keyframes work.



                Basically I've been looking at this at the wrong angle. The most obvious benefit of Auto Bezier keyframes are not over Continuous Bezier keyframes, but over Linear keyframes. With Auto Bezier keyframes (and Roving keyframes as well), you get more logical, or more realistic if you will, instantaneous speed at the keyframes. The problem about Linear keyframes is that you have an abrupt change of speed from before them to after them, which is impossible (unless you're Superman who can do something close to that). It's very obvious at the first or last keyframe, where an object goes straight from 0 speed to high speed or vice versa. Therefore, Auto Bezier keyframes introduce curves right at the keyframes ("smooth the corners out") so that you have feasible instantaneous speed at those keyframes (same speed before and after them). At the same time, you still get to keep the almost constant speed between keyframes that's almost indistinguishable from the true constant speed that Linear interpolation offers, with the influence of the keyframes on both sides about 16,666% (maybe a magical number that After Effects figured out somehow, I'm not sure). Basically, you get quite some decent easing right out of the box with Auto Bezier keyframes, plus the handles automatically readjust themselves whenever you move neighboring keyframes to maintain the proper smoothness and the influence of 16,666%.



                As for Continuous Bezier keyframes, they cost you the automatic readjustment, but they offer even more fine adjustment to how the easing should work between keyframes. Maybe you don't want the easing happens only at 16,666% of the duration between 2 keyframes with Auto Bezier, or maybe you don't want the pseudo-constant speed between them. Maybe you want to really exaggerate the way your object accelerates by adjusting the positions of the tips of the angles of the handles (up and down for value, left and right for influence). However, exaggerating too much might result in very unrealistic motion, for example if the angles of the handles are wrong you may end up having overshoots of motion, in other words a case where temporal interpolation affects spatial interpolation.



                That being said, Linear keyframes aren't useless. Sometimes it doesn't really make sense to try to achieve realism with a bunch of computer-generated motion graphics, especially when your object moves so slow that acceleration doesn't matter that much. And if you're relying on the Motion Sketch panel or the Convert Audio to Keyframes Keyframe Assistant for example, which may generate keyframes on a frame-by-frame basis, it's not very necessary to try to smooth them all out.



                TL;DR: Auto Bezier's better than Linear because it's more logical and it offers simple automatic easing; Continuous Bezier's better than Auto Bezier's because you have more control over how your easing should be; Auto Bezier's better than Continuous Bezier because it offers easy and automatic (but more limited) easing.






                share|improve this answer















                Okay, after watching a bunch of physics lesson videos on how to read position-time graphs and lots of testing, I think I've finally understood how these different types of keyframes work.



                Basically I've been looking at this at the wrong angle. The most obvious benefit of Auto Bezier keyframes are not over Continuous Bezier keyframes, but over Linear keyframes. With Auto Bezier keyframes (and Roving keyframes as well), you get more logical, or more realistic if you will, instantaneous speed at the keyframes. The problem about Linear keyframes is that you have an abrupt change of speed from before them to after them, which is impossible (unless you're Superman who can do something close to that). It's very obvious at the first or last keyframe, where an object goes straight from 0 speed to high speed or vice versa. Therefore, Auto Bezier keyframes introduce curves right at the keyframes ("smooth the corners out") so that you have feasible instantaneous speed at those keyframes (same speed before and after them). At the same time, you still get to keep the almost constant speed between keyframes that's almost indistinguishable from the true constant speed that Linear interpolation offers, with the influence of the keyframes on both sides about 16,666% (maybe a magical number that After Effects figured out somehow, I'm not sure). Basically, you get quite some decent easing right out of the box with Auto Bezier keyframes, plus the handles automatically readjust themselves whenever you move neighboring keyframes to maintain the proper smoothness and the influence of 16,666%.



                As for Continuous Bezier keyframes, they cost you the automatic readjustment, but they offer even more fine adjustment to how the easing should work between keyframes. Maybe you don't want the easing happens only at 16,666% of the duration between 2 keyframes with Auto Bezier, or maybe you don't want the pseudo-constant speed between them. Maybe you want to really exaggerate the way your object accelerates by adjusting the positions of the tips of the angles of the handles (up and down for value, left and right for influence). However, exaggerating too much might result in very unrealistic motion, for example if the angles of the handles are wrong you may end up having overshoots of motion, in other words a case where temporal interpolation affects spatial interpolation.



                That being said, Linear keyframes aren't useless. Sometimes it doesn't really make sense to try to achieve realism with a bunch of computer-generated motion graphics, especially when your object moves so slow that acceleration doesn't matter that much. And if you're relying on the Motion Sketch panel or the Convert Audio to Keyframes Keyframe Assistant for example, which may generate keyframes on a frame-by-frame basis, it's not very necessary to try to smooth them all out.



                TL;DR: Auto Bezier's better than Linear because it's more logical and it offers simple automatic easing; Continuous Bezier's better than Auto Bezier's because you have more control over how your easing should be; Auto Bezier's better than Continuous Bezier because it offers easy and automatic (but more limited) easing.







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited May 30 at 21:35

























                answered May 30 at 21:18









                Vun-Hugh VawVun-Hugh Vaw

                131113




                131113



























                    draft saved

                    draft discarded
















































                    Thanks for contributing an answer to Graphic Design Stack Exchange!


                    • Please be sure to answer the question. Provide details and share your research!

                    But avoid


                    • Asking for help, clarification, or responding to other answers.

                    • Making statements based on opinion; back them up with references or personal experience.

                    To learn more, see our tips on writing great answers.




                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function ()
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgraphicdesign.stackexchange.com%2fquestions%2f125013%2fwhats-beneficial-about-temporal-auto-bezier-keyframes-over-continuous-bezier-ke%23new-answer', 'question_page');

                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown







                    Popular posts from this blog

                    Category:9 (number) SubcategoriesMedia in category "9 (number)"Navigation menuUpload mediaGND ID: 4485639-8Library of Congress authority ID: sh85091979ReasonatorScholiaStatistics

                    Circuit construction for execution of conditional statements using least significant bitHow are two different registers being used as “control”?How exactly is the stated composite state of the two registers being produced using the $R_zz$ controlled rotations?Efficiently performing controlled rotations in HHLWould this quantum algorithm implementation work?How to prepare a superposed states of odd integers from $1$ to $sqrtN$?Why is this implementation of the order finding algorithm not working?Circuit construction for Hamiltonian simulationHow can I invert the least significant bit of a certain term of a superposed state?Implementing an oracleImplementing a controlled sum operation

                    Magento 2 “No Payment Methods” in Admin New OrderHow to integrate Paypal Express Checkout with the Magento APIMagento 1.5 - Sales > Order > edit order and shipping methods disappearAuto Invoice Check/Money Order Payment methodAdd more simple payment methods?Shipping methods not showingWhat should I do to change payment methods if changing the configuration has no effects?1.9 - No Payment Methods showing upMy Payment Methods not Showing for downloadable/virtual product when checkout?Magento2 API to access internal payment methodHow to call an existing payment methods in the registration form?