Between frames 0 and 199, the Target Blend parameter is set to 1; at frame
200, it changes to 0. Setting these keys this way is a way to control
interpolation. You could also change the interpolation for the key at
frame 200 to a step value coming in, and then not bother setting the
other key.
4 Move the time slider to frame 210. Rotate the head so it’s looking away
from the bouncing ball.
5 Add more rotation keys to the biped's head until frame 300.
Rotate the biped head freely when Target Blend is zero.
6 Play the animation.
986 | Chapter 5 Character-Animation Tutorials