4. Select a color channel, such as Light.Color.G, for the green color value. You can
also select all color channels at once if you like. By default, though, they should all
be selected as soon as you click the E button.
5. Create a few keyframes in the Curve Window as you??™ve done previously in this
chapter. Then, right-click one of the keyframe points, and then choose Open
Color Picker.
Using system??™s standard color picker to choose a new color for the keyframe.
Figure 6.64 shows what just one color channel looks like after it??™s been adjusted.
Figure 6.64 Scaling the value for a particular RGB color channel changes the color channel
for a set keyframe.
6. You can change the value of a key as well. From the Curves tab at the bottom of
the Graph Editor, adjust the value and watch how the curve changes.
You??™ll see the color you??™ve selected appear as a gradual change in the Curve Window.
7. Set colors for the other keyframes and adjust their values accordingly to set precise
timing. Experiment with these values to see the different types of results you
can achieve.
You can cycle colors like this for lights, backgrounds, textures, just about anything!
And all this goes back to one thing??”timing! Cycling lights is cool, but if you master
the timing and keyframing aspects of animation, you can make your lights dance!
The Next Step
So there you have it??”keyframing, timing, splines, curves, motions, and the Graph Editor
in Layout.
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