It would seem like applying slow-in-slow-out would be a very difficult and intensive operation.  After all,  you'll need to contol each of the bones, and calculate the acceleration and deceleration, carefully applying it at each frame.

It turns out, however, that applying slow-in-slow-out is almost embarassingly easy.  Why?  Because you have an object which encapsulates your Line of  Motion.  If you apply slow-in-slow-out to the Line of Motion, everything else will follow.

So, let's do that.  Go into the PWS and find the Path Constraint that attaches your Line of Motion Target bone to the spline.  Open that and you will see an Ease channel listed.  Double click this Ease channel and you will get a channel display.

Channels are good for a great many things, but they are at their best when applying slow-in-slow-out.



Before you can really apply your slow-in-slow-out, you need to know what various shapes of channel mean in terms of motion.  Remember that the Ease channel represents distance (in the vertical direction) mapped against time (in the horizontal direction).



So, obviously, a steeper line would represent a faster speed.  Likewise, a shallower line would represent a slower speed.



Likewise, if a curve goes from being shallow to being steep, it is accelerating.  If it goes from being steep to being shallow, it is decelerating.

What does all this have to do with slow-in-slow-out? Move on to the next page and learn!



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