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<div class="section" id="introduction">
<h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline"></a></h1>
<div class="section" id="animation">
<h2>Animation<a class="headerlink" href="#animation" title="Permalink to this headline"></a></h2>
<p>Animation is making an object move or change shape over time.
Objects can be animated in many ways:</p>
<dl class="docutils">
<dt>Moving as a whole object</dt>
<dd>Changing their position, orientation or size in time;</dd>
<dt>Deforming them</dt>
<dd>Animating their vertices or control points;</dd>
<dt>Inherited animation</dt>
<dd>Causing the object to move based on the movement of another object (e.g. its parent, hook, armature, etc.).</dd>
</dl>
<p>In this chapter, we will cover the first two,
but the basics given here are actually vital for understanding the following chapters as well.</p>
<p>Animation is typically achieved with the use of <a class="reference internal" href="keyframes/introduction.html"><span class="doc">keyframes</span></a>.</p>
<div class="admonition seealso">
<p class="first admonition-title">See also</p>
<p>Related Sections</p>
<ul class="last simple">
<li><a class="reference internal" href="../physics/introduction.html"><span class="doc">Physical Simulation</span></a>.</li>
<li><a class="reference internal" href="../movie_clip/index.html"><span class="doc">Motion Tracking</span></a>.</li>
</ul>
</div>
<div class="section" id="state-colors">
<span id="animation-state-colors"></span><h3>State Colors<a class="headerlink" href="#state-colors" title="Permalink to this headline"></a></h3>
<div class="figure" id="id1">
<img alt="../_images/animation_introduction_state-colors.png" src="../_images/animation_introduction_state-colors.png" />
<p class="caption"><span class="caption-text">State colors of properties.</span></p>
</div>
<p>Properties have different colors and menu items for different states.</p>
<table border="1" class="docutils">
<colgroup>
<col width="50%" />
<col width="50%" />
</colgroup>
<tbody valign="top">
<tr class="row-odd"><td>Gray</td>
<td>Not animated</td>
</tr>
<tr class="row-even"><td>Yellow</td>
<td>Keyframed on the current frame</td>
</tr>
<tr class="row-odd"><td>Green</td>
<td>Keyframed on a different frame</td>
</tr>
<tr class="row-even"><td>Orange</td>
<td>Changed from the keyframed value</td>
</tr>
<tr class="row-odd"><td>Purple</td>
<td>Controlled by a driver</td>
</tr>
</tbody>
</table>
<p>The changed value highlight currently doesn’t work with <a class="reference internal" href="../editors/nla/introduction.html"><span class="doc">NLA</span></a>.</p>
</div>
</div>
<div class="section" id="rigging">
<h2>Rigging<a class="headerlink" href="#rigging" title="Permalink to this headline"></a></h2>
<p>Rigging is a general term used for adding controls to objects,
typically for the purpose of animation.</p>
<p>Rigging often involves using one or more of the following features:</p>
<dl class="docutils">
<dt><a class="reference internal" href="armatures/index.html#armatures-index"><span class="std std-ref">Armatures</span></a></dt>
<dd>This allows mesh objects to have flexible joints and is often used for skeletal animation.</dd>
<dt><a class="reference internal" href="constraints/index.html#constraints-index"><span class="std std-ref">Constraints</span></a></dt>
<dd>To control the kinds of motions that make sense and add functionality to the rig.</dd>
<dt><a class="reference internal" href="../modeling/modifiers/index.html#modifiers-index"><span class="std std-ref">Object Modifiers</span></a></dt>
<dd>Mesh deformation can be quite involved, there are multiple modifiers that help control this.</dd>
<dt><a class="reference internal" href="shape_keys/index.html#animation-shape-keys-index"><span class="std std-ref">Shape Keys</span></a></dt>
<dd>To support different target shapes <em>(such as facial expressions)</em> to be controlled.</dd>
<dt><a class="reference internal" href="drivers/index.html#animation-drivers-index"><span class="std std-ref">Drivers</span></a></dt>
<dd>So your rig can control many different values at once,
as well as making some properties automatically update based on changes elsewhere.</dd>
</dl>
<p>Rigging can be as advanced as your project requires,
rigs are effectively defining own user interface for the animator to use,
without having to be concerned the underlying mechanisms.</p>
<div class="section" id="examples">
<h3>Examples<a class="headerlink" href="#examples" title="Permalink to this headline"></a></h3>
<ul class="simple">
<li>An armature is often used with a modifier to deform a mesh for character animation.</li>
<li>A camera rig can be used instead of animating the camera object directly to simulate real-world camera rigs
(with a boom arm, mounted on a rotating pedestal for example, effects such as camera jitter can be added too).</li>
</ul>
<div class="admonition seealso">
<p class="first admonition-title">See also</p>
<p class="last">The content of this chapter is simply a reference to how rigging is accomplished in Blender.
It should be paired with additional resources such as Nathan Vegdahl’s excellent introduction to
the fundamental concepts of character rigging,
<a class="reference external" href="https://www.youtube.com/playlist?list=PLE211C8C41F1AFBAB">Humane Rigging</a>.</p>
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