This chapter "Animation for Architectural Visualisation" covers how to do basic
   animation with visualisation in mind.
First it covers some of the uses of animation within Blender and more specifically in
   regards to Architecture. Also covered is the Video Sequence Editor, a feature that
   makes Blender very powerful in the Architecture realm. Then in the final section of
   this chapter Interactive Animation is covered.
Planning animations and the various types of story board and Animatic techniques are
   covered. Animation using Animatics and Rendering with CTRL-Render this scene feature
   button are described.
After this the basics of Blender Animation Keyframes and their usages are covered. This
   enables us to go on to make a camera animation which moves the camera though a
   building. The Timeline, NLA, and IPO windows are described and shown briefly how they
   are used. Also covered are the techniques and keyboard shortcuts that can be used to
   altering their parameters.
As well as animating a cameras moves, object/target tracking is also introduced so as
   to enable a camera to always point towards a specific location.
Once the camera walk through animation have been completed the sections move onto
   generating an Animation, by describing the Animation panel and its various
   options.
After the animation has been created things move on to using the Video Sequence Editor
   to describe what the Video Sequence Editor does and then using it to combine various
   other components, to produce a Walk through and apply titling over the top of the
   animation using the features of the Video Sequence Editor. Also briefly covered is
   techniques for splitting one big animations into smaller parts, as well as the various
   special filter effects that can be applied.
A description of Meta Strips is given and this is very useful as often it is not
   described.
And finally in that last section of this chapter "Interactive Animation" is covered.
   Interactive animation basically means an animation/environment in which the display and
   control of the animation is controllable by the user. So for example in the example of
   a building visualisation walk through. Rather than have the walk through just follow a
   fixed walk through path, you can control where the walk through path will go at runtime
   by using either a mouse or keyboard or other controlling devices.
This as the chapter says is a very powerful feature and sets Blender apart from a lot
   of other modelling systems.
Now this subject is only covered very briefly and the Interactive Blender Game Engine
   is very powerful so obviously you aren't going to get an in-depth explanation of all
   the features of the Game Engine. But what this section does cover is enough for you to
   make a Camera which can move it's location by the use of cursor keys. This is amazingly
   useful for visualisations. I was really surprised how easy it was to do.
This section alone makes the entire chapter worth reading.
 
