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actions.html
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| 1 |
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<!DOCTYPE html>
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<!--[if IE 8]><html class="no-js lt-ie9" lang="en" > <![endif]-->
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<!--[if gt IE 8]><!--> <html class="no-js" lang="en" > <!--<![endif]-->
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Actions — Blender Manual</title>
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<link rel="shortcut icon" href="../_static/favicon.ico"/>
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<link rel="canonical" href="https://docs.blender.org/manual/en/latest/animation/actions.html"/>
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<script type="text/javascript" src="../_static/js/modernizr.min.js"></script>
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title="Search within Blender Manual"
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<link rel="index" title="Index" href="../genindex.html" />
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<link rel="search" title="Search" href="../search.html" />
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<link rel="prev" title="Shrinkwrap Constraint" href="constraints/relationship/shrinkwrap.html" />
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</head>
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<ul class="current">
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<li class="toctree-l1"><a class="reference internal" href="../getting_started/index.html">Getting Started</a></li>
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| 114 |
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<li class="toctree-l1"><a class="reference internal" href="../interface/index.html">User Interface</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../editors/index.html">Editors</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../scene_layout/index.html">Scenes & Objects</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../modeling/index.html">Modeling</a></li>
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| 118 |
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<li class="toctree-l1"><a class="reference internal" href="../sculpt_paint/index.html">Sculpting & Painting</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../grease_pencil/index.html">Grease Pencil</a></li>
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| 120 |
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<li class="toctree-l1 current"><a class="reference internal" href="index.html">Animation & Rigging</a><ul class="current">
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<li class="toctree-l2"><a class="reference internal" href="introduction.html">Introduction</a></li>
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| 122 |
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<li class="toctree-l2"><a class="reference internal" href="keyframes/index.html">Keyframes</a></li>
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<li class="toctree-l2"><a class="reference internal" href="armatures/index.html">Armatures</a></li>
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<li class="toctree-l2"><a class="reference internal" href="lattice.html">Lattice</a></li>
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| 125 |
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<li class="toctree-l2"><a class="reference internal" href="constraints/index.html">Constraints</a></li>
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<li class="toctree-l2 current"><a class="current reference internal" href="#">Actions</a><ul>
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<li class="toctree-l3"><a class="reference internal" href="#working-with-actions">Working with Actions</a></li>
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<li class="toctree-l3"><a class="reference internal" href="#bake-action">Bake Action</a></li>
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| 129 |
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="drivers/index.html">Drivers</a></li>
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<li class="toctree-l2"><a class="reference internal" href="markers.html">Markers</a></li>
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| 133 |
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<li class="toctree-l2"><a class="reference internal" href="shape_keys/index.html">Shape Keys</a></li>
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| 134 |
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<li class="toctree-l2"><a class="reference internal" href="motion_paths.html">Motion Paths</a></li>
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| 135 |
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</ul>
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</li>
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<li class="toctree-l1"><a class="reference internal" href="../physics/index.html">Physics</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../render/index.html">Rendering</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../compositing/index.html">Compositing</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../movie_clip/index.html">Tracking & Masking</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../video_editing/index.html">Video Editing</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../files/index.html">Files & Data System</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../advanced/index.html">Advanced</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../troubleshooting/index.html">Troubleshooting</a></li>
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<li class="toctree-l1"><a class="reference internal" href="../glossary/index.html">Glossary</a></li>
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</ul>
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<ul>
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<li class="toctree-l1"><a class="reference internal" href="../about/index.html">About this Manual</a></li>
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</ul>
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<li><a href="index.html">Animation & Rigging</a> »</li>
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<div itemprop="articleBody">
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<div class="section" id="actions">
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<span id="bpy-ops-action"></span><span id="bpy-types-action"></span><h1>Actions<a class="headerlink" href="#actions" title="Permalink to this headline">¶</a></h1>
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<p>When animating objects and properties in Blender, Actions record and contain the data.
|
| 219 |
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As everything else in Blender, Actions are data-blocks.</p>
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<div class="figure" id="id1">
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<img alt="../_images/animation_actions_data3.png" src="../_images/animation_actions_data3.png" />
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<p class="caption"><span class="caption-text">Actions.</span></p>
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| 223 |
+
</div>
|
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<p>So when you animate an object by changing its location with keyframes,
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+
the animation is saved to the Action.</p>
|
| 226 |
+
<p>Each property has a channel which it is recorded to, for example,
|
| 227 |
+
Cube.location.x is recorded to Channel X Location.
|
| 228 |
+
The <em>X location</em> and <em>Y location</em> properties can be shared across multiple objects,
|
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+
if all objects have <em>X location</em> and <em>Y location</em> properties beneath them.</p>
|
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+
<div class="figure" id="id2">
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+
<img alt="../_images/animation_actions_keyframes.png" src="../_images/animation_actions_keyframes.png" />
|
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<p class="caption"><span class="caption-text">Graph Editor. Each channel has an F-curve represented by the lines between the keyframes.</span></p>
|
| 233 |
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</div>
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<dl class="docutils">
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+
<dt>Actions</dt>
|
| 236 |
+
<dd>Record and contain animation data.</dd>
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| 237 |
+
<dt>Groups</dt>
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| 238 |
+
<dd>Are groups of channels.</dd>
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| 239 |
+
<dt>Channels</dt>
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+
<dd>Record properties.</dd>
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+
<dt>F-Curves</dt>
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+
<dd><a class="reference internal" href="../editors/graph_editor/fcurves/introduction.html"><span class="doc">F-Curves</span></a> are used to
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+
interpolate the difference between the keyframes.</dd>
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| 244 |
+
<dt>Keyframes</dt>
|
| 245 |
+
<dd><a class="reference internal" href="keyframes/introduction.html"><span class="doc">Keyframes</span></a> are used to
|
| 246 |
+
set the values of properties bound to a point in time.</dd>
|
| 247 |
+
</dl>
|
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+
<div class="section" id="working-with-actions">
|
| 249 |
+
<h2>Working with Actions<a class="headerlink" href="#working-with-actions" title="Permalink to this headline">¶</a></h2>
|
| 250 |
+
<div class="figure align-right" id="id3">
|
| 251 |
+
<img alt="../_images/animation_actions_create.png" src="../_images/animation_actions_create.png" />
|
| 252 |
+
<p class="caption"><span class="caption-text">The Action data-block menu.</span></p>
|
| 253 |
+
</div>
|
| 254 |
+
<p>When you first animate an object by adding keyframes,
|
| 255 |
+
Blender creates an <em>Action</em> to record the data.</p>
|
| 256 |
+
<p><em>Actions</em> can be managed with the <em>Action data-block menu</em>
|
| 257 |
+
in the Dope Sheet <a class="reference internal" href="../editors/dope_sheet/action.html"><span class="doc">Action Editor</span></a> header,
|
| 258 |
+
or the Sidebar region of the <a class="reference internal" href="../editors/nla/properties_modifiers.html"><span class="doc">NLA Editor</span></a>.</p>
|
| 259 |
+
<p>If you are making multiple actions for the same object,
|
| 260 |
+
press the shield button for each action.
|
| 261 |
+
This will give the actions a <em>Fake User</em> and will make Blender save the unlinked actions.</p>
|
| 262 |
+
<p>Objects can only use one <em>Action</em> at a time for editing.
|
| 263 |
+
The <a class="reference internal" href="../editors/nla/index.html"><span class="doc">NLA Editor</span></a> is used to blend multiple actions together.</p>
|
| 264 |
+
</div>
|
| 265 |
+
<div class="section" id="bake-action">
|
| 266 |
+
<span id="bpy-ops-nla-bake"></span><h2>Bake Action<a class="headerlink" href="#bake-action" title="Permalink to this headline">¶</a></h2>
|
| 267 |
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<div class="refbox admonition">
|
| 268 |
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<p class="first admonition-title">Reference</p>
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<table class="last docutils field-list" frame="void" rules="none">
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<col class="field-name" />
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<col class="field-body" />
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<tbody valign="top">
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<tr class="field-odd field"><th class="field-name">Editor:</th><td class="field-body">3D View</td>
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</tr>
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<tr class="field-even field"><th class="field-name">Mode:</th><td class="field-body">Object and Pose Modes</td>
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+
</tr>
|
| 277 |
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<tr class="field-odd field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Object/Pose ‣ Animation ‣ Bake Action…</span></td>
|
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+
</tr>
|
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+
</tbody>
|
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+
</table>
|
| 281 |
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</div>
|
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<p>The <em>Bake Action</em> tool will apply interpolated frames into individual keyframes.
|
| 283 |
+
This can be useful for adding deviation to a cyclic action like a <a class="reference internal" href="../glossary/index.html#term-walk-cycle"><span class="xref std std-term">walk cycle</span></a>.
|
| 284 |
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This can also useful for keyframe animations created from drivers or constraints.</p>
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</div>
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</div>
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<span id="bpy-ops-anim"></span><span id="animation-index"></span><h1>Animation & Rigging<a class="headerlink" href="#animation-rigging" title="Permalink to this headline">¶</a></h1>
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<div class="section" id="introduction">
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<h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
|
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+
<div class="section" id="animation">
|
| 225 |
+
<h2>Animation<a class="headerlink" href="#animation" title="Permalink to this headline">¶</a></h2>
|
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+
<p>Animation is making an object move or change shape over time.
|
| 227 |
+
Objects can be animated in many ways:</p>
|
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+
<dl class="docutils">
|
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+
<dt>Moving as a whole object</dt>
|
| 230 |
+
<dd>Changing their position, orientation or size in time;</dd>
|
| 231 |
+
<dt>Deforming them</dt>
|
| 232 |
+
<dd>Animating their vertices or control points;</dd>
|
| 233 |
+
<dt>Inherited animation</dt>
|
| 234 |
+
<dd>Causing the object to move based on the movement of another object (e.g. its parent, hook, armature, etc.).</dd>
|
| 235 |
+
</dl>
|
| 236 |
+
<p>In this chapter, we will cover the first two,
|
| 237 |
+
but the basics given here are actually vital for understanding the following chapters as well.</p>
|
| 238 |
+
<p>Animation is typically achieved with the use of <a class="reference internal" href="keyframes/introduction.html"><span class="doc">keyframes</span></a>.</p>
|
| 239 |
+
<div class="admonition seealso">
|
| 240 |
+
<p class="first admonition-title">See also</p>
|
| 241 |
+
<p>Related Sections</p>
|
| 242 |
+
<ul class="last simple">
|
| 243 |
+
<li><a class="reference internal" href="../physics/introduction.html"><span class="doc">Physical Simulation</span></a>.</li>
|
| 244 |
+
<li><a class="reference internal" href="../movie_clip/index.html"><span class="doc">Motion Tracking</span></a>.</li>
|
| 245 |
+
</ul>
|
| 246 |
+
</div>
|
| 247 |
+
<div class="section" id="state-colors">
|
| 248 |
+
<span id="animation-state-colors"></span><h3>State Colors<a class="headerlink" href="#state-colors" title="Permalink to this headline">¶</a></h3>
|
| 249 |
+
<div class="figure" id="id1">
|
| 250 |
+
<img alt="../_images/animation_introduction_state-colors.png" src="../_images/animation_introduction_state-colors.png" />
|
| 251 |
+
<p class="caption"><span class="caption-text">State colors of properties.</span></p>
|
| 252 |
+
</div>
|
| 253 |
+
<p>Properties have different colors and menu items for different states.</p>
|
| 254 |
+
<table border="1" class="docutils">
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+
<colgroup>
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<col width="50%" />
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<col width="50%" />
|
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</colgroup>
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<tbody valign="top">
|
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+
<tr class="row-odd"><td>Gray</td>
|
| 261 |
+
<td>Not animated</td>
|
| 262 |
+
</tr>
|
| 263 |
+
<tr class="row-even"><td>Yellow</td>
|
| 264 |
+
<td>Keyframed on the current frame</td>
|
| 265 |
+
</tr>
|
| 266 |
+
<tr class="row-odd"><td>Green</td>
|
| 267 |
+
<td>Keyframed on a different frame</td>
|
| 268 |
+
</tr>
|
| 269 |
+
<tr class="row-even"><td>Orange</td>
|
| 270 |
+
<td>Changed from the keyframed value</td>
|
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+
</tr>
|
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+
<tr class="row-odd"><td>Purple</td>
|
| 273 |
+
<td>Controlled by a driver</td>
|
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+
</tr>
|
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+
</tbody>
|
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+
</table>
|
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+
<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>
|
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+
</div>
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+
</div>
|
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+
<div class="section" id="rigging">
|
| 281 |
+
<h2>Rigging<a class="headerlink" href="#rigging" title="Permalink to this headline">¶</a></h2>
|
| 282 |
+
<p>Rigging is a general term used for adding controls to objects,
|
| 283 |
+
typically for the purpose of animation.</p>
|
| 284 |
+
<p>Rigging often involves using one or more of the following features:</p>
|
| 285 |
+
<dl class="docutils">
|
| 286 |
+
<dt><a class="reference internal" href="armatures/index.html#armatures-index"><span class="std std-ref">Armatures</span></a></dt>
|
| 287 |
+
<dd>This allows mesh objects to have flexible joints and is often used for skeletal animation.</dd>
|
| 288 |
+
<dt><a class="reference internal" href="constraints/index.html#constraints-index"><span class="std std-ref">Constraints</span></a></dt>
|
| 289 |
+
<dd>To control the kinds of motions that make sense and add functionality to the rig.</dd>
|
| 290 |
+
<dt><a class="reference internal" href="../modeling/modifiers/index.html#modifiers-index"><span class="std std-ref">Object Modifiers</span></a></dt>
|
| 291 |
+
<dd>Mesh deformation can be quite involved, there are multiple modifiers that help control this.</dd>
|
| 292 |
+
<dt><a class="reference internal" href="shape_keys/index.html#animation-shape-keys-index"><span class="std std-ref">Shape Keys</span></a></dt>
|
| 293 |
+
<dd>To support different target shapes <em>(such as facial expressions)</em> to be controlled.</dd>
|
| 294 |
+
<dt><a class="reference internal" href="drivers/index.html#animation-drivers-index"><span class="std std-ref">Drivers</span></a></dt>
|
| 295 |
+
<dd>So your rig can control many different values at once,
|
| 296 |
+
as well as making some properties automatically update based on changes elsewhere.</dd>
|
| 297 |
+
</dl>
|
| 298 |
+
<p>Rigging can be as advanced as your project requires,
|
| 299 |
+
rigs are effectively defining own user interface for the animator to use,
|
| 300 |
+
without having to be concerned the underlying mechanisms.</p>
|
| 301 |
+
<div class="section" id="examples">
|
| 302 |
+
<h3>Examples<a class="headerlink" href="#examples" title="Permalink to this headline">¶</a></h3>
|
| 303 |
+
<ul class="simple">
|
| 304 |
+
<li>An armature is often used with a modifier to deform a mesh for character animation.</li>
|
| 305 |
+
<li>A camera rig can be used instead of animating the camera object directly to simulate real-world camera rigs
|
| 306 |
+
(with a boom arm, mounted on a rotating pedestal for example, effects such as camera jitter can be added too).</li>
|
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+
</ul>
|
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+
<div class="admonition seealso">
|
| 309 |
+
<p class="first admonition-title">See also</p>
|
| 310 |
+
<p class="last">The content of this chapter is simply a reference to how rigging is accomplished in Blender.
|
| 311 |
+
It should be paired with additional resources such as Nathan Vegdahl’s excellent introduction to
|
| 312 |
+
the fundamental concepts of character rigging,
|
| 313 |
+
<a class="reference external" href="https://www.youtube.com/playlist?list=PLE211C8C41F1AFBAB">Humane Rigging</a>.</p>
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</div>
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</div>
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</div>
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<div class="section" id="lattice">
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<span id="bpy-types-latticepoint"></span><span id="bpy-ops-lattice"></span><span id="bpy-types-lattice"></span><h1>Lattice<a class="headerlink" href="#lattice" title="Permalink to this headline">¶</a></h1>
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<p>Lattice – or commonly called deformation cage outside of Blender.
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| 223 |
+
A lattice consists of a three-dimensional non-renderable grid of vertices.
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Its main use is to apply a deformation to the object it controls with a <a class="reference internal" href="../modeling/modifiers/deform/lattice.html"><span class="doc">Lattice Modifier</span></a>.
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If the object is parented with <em>Lattice Deform</em> a Lattice Modifier is automatically applied.</p>
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+
<div class="section" id="editing">
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<h2>Editing<a class="headerlink" href="#editing" title="Permalink to this headline">¶</a></h2>
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<dl class="docutils">
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<dt>Flip (Distortion Free)</dt>
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<dd><p class="first">Mirrors the vertices displacement from their base position.</p>
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| 231 |
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<p class="last">U, V, W</p>
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| 232 |
+
</dd>
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<dt>Make Regular</dt>
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<dd>Resets the whole lattice to a regular grid, where the cells are scaled to one cubic unit.</dd>
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+
</dl>
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+
</div>
|
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<div class="section" id="properties">
|
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<h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
|
| 239 |
+
<dl class="docutils">
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+
<dt>Lattice</dt>
|
| 241 |
+
<dd>A <a class="reference internal" href="../interface/controls/templates/data_block.html#ui-data-block"><span class="std std-ref">Data-Block Menu</span></a>.</dd>
|
| 242 |
+
</dl>
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+
<div class="section" id="id1">
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<h3>Lattice<a class="headerlink" href="#id1" title="Permalink to this headline">¶</a></h3>
|
| 245 |
+
<dl class="docutils">
|
| 246 |
+
<dt>Points</dt>
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+
<dd><p class="first">Rate of subdivision in the axes:</p>
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| 248 |
+
<p class="last">U, V, W</p>
|
| 249 |
+
</dd>
|
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<dt>Interpolation Type</dt>
|
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+
<dd><p class="first">Selector for each axis. See <a class="reference internal" href="shape_keys/shape_keys_panel.html#fig-interpolation-type"><span class="std std-ref">Different types of interpolation.</span></a>.</p>
|
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<p class="last">Linear, Cardinal, Catmull-Rom, B-Spline</p>
|
| 253 |
+
</dd>
|
| 254 |
+
<dt>Outside</dt>
|
| 255 |
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<dd>Takes only the vertices on the surface of the lattice into account.</dd>
|
| 256 |
+
<dt>Vertex Group</dt>
|
| 257 |
+
<dd>The strength of the influence assigned as a weight to the individual vertices in the selected vertex group.</dd>
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+
</dl>
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</div>
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+
</div>
|
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+
<div class="section" id="usage">
|
| 262 |
+
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
|
| 263 |
+
<div class="figure" id="id2">
|
| 264 |
+
<img alt="../_images/animation_lattice_view.png" src="../_images/animation_lattice_view.png" />
|
| 265 |
+
<p class="caption"><span class="caption-text">Lattice around the cube object in Object Mode.</span></p>
|
| 266 |
+
</div>
|
| 267 |
+
<p>The lattice should be scaled and moved to fit around your object in Object Mode.
|
| 268 |
+
Any scaling applied to the object in Edit Mode will result in the object deforming.
|
| 269 |
+
This includes applying its scale with <kbd class="kbd docutils literal notranslate">Ctrl-A</kbd> as this will achieve the same result as
|
| 270 |
+
scaling the lattice in Edit Mode, and therefore the object.</p>
|
| 271 |
+
</div>
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</div>
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<a href="armatures/posing/bone_constraints/inverse_kinematics/spline_ik.html" class="btn btn-neutral float-left" title="Spline IK" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left"></span> Previous</a>
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<!DOCTYPE html>
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<title>Markers — Blender Manual</title>
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<script type="text/javascript" src="../_static/js/modernizr.min.js"></script>
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title="Search within Blender Manual"
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<link rel="stylesheet" href="../_static/css/theme.css" type="text/css" />
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<li class="toctree-l4"><a class="reference internal" href="#rename-marker">Rename Marker</a></li>
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<li class="toctree-l4"><a class="reference internal" href="#jump-to-next-previous-marker">Jump to Next/Previous Marker</a></li>
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<div itemprop="articleBody">
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<div class="section" id="markers">
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<span id="bpy-ops-marker"></span><span id="bpy-types-timelinemarker"></span><h1>Markers<a class="headerlink" href="#markers" title="Permalink to this headline">¶</a></h1>
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<p>Markers are used to denote frames with key points or significant events within an animation.
|
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+
E.g. it could be that a character’s animation starts, the camera changes position, or a door opens.
|
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Markers can be given names to make them more meaningful at a quick glance.
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+
They are available in many of Blender’s editors.</p>
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+
<div class="admonition note">
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+
<p class="first admonition-title">Note</p>
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+
<p class="last">Unlike keyframes, markers are always placed at a whole frame number, you cannot set a marker at frame 2.5.</p>
|
| 247 |
+
</div>
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+
<p>Markers can be created and edited in the following editors:</p>
|
| 249 |
+
<ul class="simple">
|
| 250 |
+
<li><a class="reference internal" href="../editors/graph_editor/introduction.html"><span class="doc">Graph Editor</span></a></li>
|
| 251 |
+
<li><a class="reference internal" href="../editors/dope_sheet/introduction.html"><span class="doc">Dope Sheet</span></a></li>
|
| 252 |
+
<li><a class="reference internal" href="../editors/nla/index.html"><span class="doc">NLA Editor</span></a></li>
|
| 253 |
+
<li><a class="reference internal" href="../video_editing/index.html"><span class="doc">Video Sequence Editor</span></a></li>
|
| 254 |
+
<li><a class="reference internal" href="../editors/timeline.html"><span class="doc">Timeline</span></a></li>
|
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+
</ul>
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<div class="admonition note">
|
| 257 |
+
<p class="first admonition-title">Note</p>
|
| 258 |
+
<p class="last">A marker created in one of these editors will also appear in all others that support them.</p>
|
| 259 |
+
</div>
|
| 260 |
+
<div class="section" id="types">
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+
<h2>Types<a class="headerlink" href="#types" title="Permalink to this headline">¶</a></h2>
|
| 262 |
+
<p>Besides standard markers, <em>pose markers</em> are another type of markers,
|
| 263 |
+
which are specific to armatures and shape keys.
|
| 264 |
+
They are used to denote poses in the Action Editor mode and Shape Keys Editor of Dope Sheet.</p>
|
| 265 |
+
</div>
|
| 266 |
+
<div class="section" id="visualization">
|
| 267 |
+
<h2>Visualization<a class="headerlink" href="#visualization" title="Permalink to this headline">¶</a></h2>
|
| 268 |
+
<div class="section" id="standard">
|
| 269 |
+
<h3>Standard<a class="headerlink" href="#standard" title="Permalink to this headline">¶</a></h3>
|
| 270 |
+
<div class="figure align-right">
|
| 271 |
+
<img alt="../_images/animation_markers_standard.png" src="../_images/animation_markers_standard.png" />
|
| 272 |
+
</div>
|
| 273 |
+
<p>Most of the editors visualize markers as small white triangles in a separate
|
| 274 |
+
row at their bottom, empty if unselected or filled if selected.</p>
|
| 275 |
+
<p>If they have a name, this is shown to their right in white.</p>
|
| 276 |
+
<p>Vertical dashed lines can be enabled via the <span class="menuselection">View ‣ Show Marker Lines</span> menu option.</p>
|
| 277 |
+
</div>
|
| 278 |
+
<div class="section" id="d-viewport">
|
| 279 |
+
<h3>3D Viewport<a class="headerlink" href="#d-viewport" title="Permalink to this headline">¶</a></h3>
|
| 280 |
+
<div class="figure align-right">
|
| 281 |
+
<img alt="../_images/animation_markers_3d-view.png" src="../_images/animation_markers_3d-view.png" />
|
| 282 |
+
</div>
|
| 283 |
+
<p>The 3D Viewport does not allow you to create, edit or remove markers,
|
| 284 |
+
but it shows their name in the Object Info in the upper left corner,
|
| 285 |
+
when on their frame.</p>
|
| 286 |
+
</div>
|
| 287 |
+
<div class="section" id="pose-markers">
|
| 288 |
+
<h3>Pose Markers<a class="headerlink" href="#pose-markers" title="Permalink to this headline">¶</a></h3>
|
| 289 |
+
<div class="figure align-right">
|
| 290 |
+
<img alt="../_images/animation_markers_pose.png" src="../_images/animation_markers_pose.png" />
|
| 291 |
+
</div>
|
| 292 |
+
<p>Pose markers show a diamond-shaped icon in the Dope Sheet.
|
| 293 |
+
In the NLA editor the pose markers are shown as a red dashed line.</p>
|
| 294 |
+
<div class="lead docutils container">
|
| 295 |
+
</div>
|
| 296 |
+
</div>
|
| 297 |
+
</div>
|
| 298 |
+
<div class="section" id="add-marker">
|
| 299 |
+
<h2>Add Marker<a class="headerlink" href="#add-marker" title="Permalink to this headline">¶</a></h2>
|
| 300 |
+
<div class="refbox admonition">
|
| 301 |
+
<p class="first admonition-title">Reference</p>
|
| 302 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 303 |
+
<col class="field-name" />
|
| 304 |
+
<col class="field-body" />
|
| 305 |
+
<tbody valign="top">
|
| 306 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
|
| 307 |
+
</tr>
|
| 308 |
+
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Add Marker</span></td>
|
| 309 |
+
</tr>
|
| 310 |
+
<tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">M</kbd></td>
|
| 311 |
+
</tr>
|
| 312 |
+
</tbody>
|
| 313 |
+
</table>
|
| 314 |
+
</div>
|
| 315 |
+
<p>The simplest way to add a marker is to move to the frame where you would like it to appear,
|
| 316 |
+
and press <kbd class="kbd docutils literal notranslate">M</kbd>.</p>
|
| 317 |
+
<div class="admonition hint">
|
| 318 |
+
<p class="first admonition-title">Hint</p>
|
| 319 |
+
<p class="last">Markers can also be added during playback.</p>
|
| 320 |
+
</div>
|
| 321 |
+
<div class="section" id="marker-pose-add">
|
| 322 |
+
<span id="id1"></span><h3>Pose Markers<a class="headerlink" href="#marker-pose-add" title="Permalink to this headline">¶</a></h3>
|
| 323 |
+
<p>If <em>Show Pose Markers</em> is checked, a pose marker and
|
| 324 |
+
a new pose in the <a class="reference internal" href="armatures/properties/pose_library.html"><span class="doc">Pose Library</span></a> are added.</p>
|
| 325 |
+
</div>
|
| 326 |
+
</div>
|
| 327 |
+
<div class="section" id="selecting">
|
| 328 |
+
<h2>Selecting<a class="headerlink" href="#selecting" title="Permalink to this headline">¶</a></h2>
|
| 329 |
+
<div class="refbox admonition">
|
| 330 |
+
<p class="first admonition-title">Reference</p>
|
| 331 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 332 |
+
<col class="field-name" />
|
| 333 |
+
<col class="field-body" />
|
| 334 |
+
<tbody valign="top">
|
| 335 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
|
| 336 |
+
</tr>
|
| 337 |
+
<tr class="field-even field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">LMB</kbd></td>
|
| 338 |
+
</tr>
|
| 339 |
+
</tbody>
|
| 340 |
+
</table>
|
| 341 |
+
</div>
|
| 342 |
+
<p>Click <kbd class="kbd docutils literal notranslate">LMB</kbd> on the marker’s triangle to select it.
|
| 343 |
+
Use <kbd class="kbd docutils literal notranslate">Shift-LMB</kbd> to select multiple markers.</p>
|
| 344 |
+
<p>In the Graph Editor, Dope Sheet, NLA Editor, Timeline, and Video Sequence Editor,
|
| 345 |
+
you can also select all markers with <kbd class="kbd docutils literal notranslate">A</kbd> while hovering the mouse over the marker row,
|
| 346 |
+
and apply selection tools on them like Box Select, etc.
|
| 347 |
+
(as usual, <kbd class="kbd docutils literal notranslate">LMB</kbd> to select, <kbd class="kbd docutils literal notranslate">RMB</kbd> to deselect).
|
| 348 |
+
The corresponding options are found in the Select menu of these editors.</p>
|
| 349 |
+
</div>
|
| 350 |
+
<div class="section" id="editing">
|
| 351 |
+
<span id="animation-markers-editing"></span><h2>Editing<a class="headerlink" href="#editing" title="Permalink to this headline">¶</a></h2>
|
| 352 |
+
<div class="section" id="duplicate-marker">
|
| 353 |
+
<h3>Duplicate Marker<a class="headerlink" href="#duplicate-marker" title="Permalink to this headline">¶</a></h3>
|
| 354 |
+
<div class="refbox admonition">
|
| 355 |
+
<p class="first admonition-title">Reference</p>
|
| 356 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 357 |
+
<col class="field-name" />
|
| 358 |
+
<col class="field-body" />
|
| 359 |
+
<tbody valign="top">
|
| 360 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
|
| 361 |
+
</tr>
|
| 362 |
+
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Duplicate Marker</span></td>
|
| 363 |
+
</tr>
|
| 364 |
+
<tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">Shift-D</kbd></td>
|
| 365 |
+
</tr>
|
| 366 |
+
</tbody>
|
| 367 |
+
</table>
|
| 368 |
+
</div>
|
| 369 |
+
<p>You can duplicate the selected markers by pressing <kbd class="kbd docutils literal notranslate">Shift-D</kbd>. Once duplicated,
|
| 370 |
+
the new ones are automatically placed in select mode, so you can move them to the desired location.</p>
|
| 371 |
+
<div class="admonition note">
|
| 372 |
+
<p class="first admonition-title">Note</p>
|
| 373 |
+
<p class="last">Note that unlike most other duplications in Blender,
|
| 374 |
+
the names of the duplicated markers are not altered at all
|
| 375 |
+
(no <code class="docutils literal notranslate"><span class="pre">.001</span></code> numeric counter append).</p>
|
| 376 |
+
</div>
|
| 377 |
+
</div>
|
| 378 |
+
<div class="section" id="duplicate-marker-to-scene">
|
| 379 |
+
<h3>Duplicate Marker to Scene<a class="headerlink" href="#duplicate-marker-to-scene" title="Permalink to this headline">¶</a></h3>
|
| 380 |
+
<div class="refbox admonition">
|
| 381 |
+
<p class="first admonition-title">Reference</p>
|
| 382 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 383 |
+
<col class="field-name" />
|
| 384 |
+
<col class="field-body" />
|
| 385 |
+
<tbody valign="top">
|
| 386 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
|
| 387 |
+
</tr>
|
| 388 |
+
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Duplicate Marker to Scene…</span></td>
|
| 389 |
+
</tr>
|
| 390 |
+
</tbody>
|
| 391 |
+
</table>
|
| 392 |
+
</div>
|
| 393 |
+
<p>Duplicates the selected markers into another scene.</p>
|
| 394 |
+
</div>
|
| 395 |
+
<div class="section" id="deleting-markers">
|
| 396 |
+
<h3>Deleting Markers<a class="headerlink" href="#deleting-markers" title="Permalink to this headline">¶</a></h3>
|
| 397 |
+
<div class="refbox admonition">
|
| 398 |
+
<p class="first admonition-title">Reference</p>
|
| 399 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 400 |
+
<col class="field-name" />
|
| 401 |
+
<col class="field-body" />
|
| 402 |
+
<tbody valign="top">
|
| 403 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
|
| 404 |
+
</tr>
|
| 405 |
+
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Delete Marker</span></td>
|
| 406 |
+
</tr>
|
| 407 |
+
<tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">X</kbd></td>
|
| 408 |
+
</tr>
|
| 409 |
+
</tbody>
|
| 410 |
+
</table>
|
| 411 |
+
</div>
|
| 412 |
+
<p>To delete the selected markers simply press <kbd class="kbd docutils literal notranslate">X</kbd>,
|
| 413 |
+
and confirm the pop-up message with <kbd class="kbd docutils literal notranslate">LMB</kbd>.</p>
|
| 414 |
+
</div>
|
| 415 |
+
<div class="section" id="rename-marker">
|
| 416 |
+
<h3>Rename Marker<a class="headerlink" href="#rename-marker" title="Permalink to this headline">¶</a></h3>
|
| 417 |
+
<div class="refbox admonition">
|
| 418 |
+
<p class="first admonition-title">Reference</p>
|
| 419 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 420 |
+
<col class="field-name" />
|
| 421 |
+
<col class="field-body" />
|
| 422 |
+
<tbody valign="top">
|
| 423 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
|
| 424 |
+
</tr>
|
| 425 |
+
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Rename Marker</span></td>
|
| 426 |
+
</tr>
|
| 427 |
+
<tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">Ctrl-M</kbd></td>
|
| 428 |
+
</tr>
|
| 429 |
+
</tbody>
|
| 430 |
+
</table>
|
| 431 |
+
</div>
|
| 432 |
+
<p>Having dozens of markers scattered throughout your scene’s time will not help you much unless you
|
| 433 |
+
know what they stand for. You can name a marker by selecting it, pressing <kbd class="kbd docutils literal notranslate">Ctrl-M</kbd>,
|
| 434 |
+
typing the name, and pressing the OK button.</p>
|
| 435 |
+
</div>
|
| 436 |
+
<div class="section" id="move-marker">
|
| 437 |
+
<h3>Move Marker<a class="headerlink" href="#move-marker" title="Permalink to this headline">¶</a></h3>
|
| 438 |
+
<div class="refbox admonition">
|
| 439 |
+
<p class="first admonition-title">Reference</p>
|
| 440 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 441 |
+
<col class="field-name" />
|
| 442 |
+
<col class="field-body" />
|
| 443 |
+
<tbody valign="top">
|
| 444 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
|
| 445 |
+
</tr>
|
| 446 |
+
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Move Marker</span></td>
|
| 447 |
+
</tr>
|
| 448 |
+
<tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">G</kbd></td>
|
| 449 |
+
</tr>
|
| 450 |
+
</tbody>
|
| 451 |
+
</table>
|
| 452 |
+
</div>
|
| 453 |
+
<p>Once you have one or more markers selected, press <kbd class="kbd docutils literal notranslate">G</kbd>,
|
| 454 |
+
while hovering with the mouse over the marker bar,
|
| 455 |
+
to move them, and confirm the move with <kbd class="kbd docutils literal notranslate">LMB</kbd> or <kbd class="kbd docutils literal notranslate">Return</kbd>
|
| 456 |
+
(as usual, cancel the move with <kbd class="kbd docutils literal notranslate">RMB</kbd>, or <kbd class="kbd docutils literal notranslate">Esc</kbd>).
|
| 457 |
+
Or drag them with the <kbd class="kbd docutils literal notranslate">LMB</kbd>.</p>
|
| 458 |
+
<p>By default, you move the markers in one-frame steps, but if you hold <kbd class="kbd docutils literal notranslate">Ctrl</kbd>,
|
| 459 |
+
the markers will move in steps corresponding to one second (according to the scene’s <em>FPS</em>).</p>
|
| 460 |
+
</div>
|
| 461 |
+
<div class="section" id="show-pose-markers">
|
| 462 |
+
<h3>Show Pose Markers<a class="headerlink" href="#show-pose-markers" title="Permalink to this headline">¶</a></h3>
|
| 463 |
+
<div class="refbox admonition">
|
| 464 |
+
<p class="first admonition-title">Reference</p>
|
| 465 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 466 |
+
<col class="field-name" />
|
| 467 |
+
<col class="field-body" />
|
| 468 |
+
<tbody valign="top">
|
| 469 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">todo <2.8</td>
|
| 470 |
+
</tr>
|
| 471 |
+
<tr class="field-even field"><th class="field-name">Editor:</th><td class="field-body">Action Editor and Shape Keys Editor</td>
|
| 472 |
+
</tr>
|
| 473 |
+
<tr class="field-odd field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Show Pose Markers</span></td>
|
| 474 |
+
</tr>
|
| 475 |
+
</tbody>
|
| 476 |
+
</table>
|
| 477 |
+
</div>
|
| 478 |
+
<p>Pose markers are only shown and editable in Action editor or Shape Keys editor by enabling
|
| 479 |
+
the <span class="menuselection">Marker ‣ Show Pose Markers</span> checkbox.</p>
|
| 480 |
+
</div>
|
| 481 |
+
<div class="section" id="make-markers-local">
|
| 482 |
+
<h3>Make Markers Local<a class="headerlink" href="#make-markers-local" title="Permalink to this headline">¶</a></h3>
|
| 483 |
+
<div class="refbox admonition">
|
| 484 |
+
<p class="first admonition-title">Reference</p>
|
| 485 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 486 |
+
<col class="field-name" />
|
| 487 |
+
<col class="field-body" />
|
| 488 |
+
<tbody valign="top">
|
| 489 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
|
| 490 |
+
</tr>
|
| 491 |
+
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Make Markers Local</span></td>
|
| 492 |
+
</tr>
|
| 493 |
+
</tbody>
|
| 494 |
+
</table>
|
| 495 |
+
</div>
|
| 496 |
+
<p>It is possible to convert standard markers into pose markers with <span class="menuselection">Marker ‣ Make Markers Local</span>.
|
| 497 |
+
Note that the original marker will be gone. If you want to keep it, make a duplicate before you convert.</p>
|
| 498 |
+
</div>
|
| 499 |
+
<div class="section" id="jump-to-next-previous-marker">
|
| 500 |
+
<h3>Jump to Next/Previous Marker<a class="headerlink" href="#jump-to-next-previous-marker" title="Permalink to this headline">¶</a></h3>
|
| 501 |
+
<div class="refbox admonition">
|
| 502 |
+
<p class="first admonition-title">Reference</p>
|
| 503 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 504 |
+
<col class="field-name" />
|
| 505 |
+
<col class="field-body" />
|
| 506 |
+
<tbody valign="top">
|
| 507 |
+
<tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
|
| 508 |
+
</tr>
|
| 509 |
+
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Jump to Next/Previous Marker</span></td>
|
| 510 |
+
</tr>
|
| 511 |
+
</tbody>
|
| 512 |
+
</table>
|
| 513 |
+
</div>
|
| 514 |
+
<p>Moves the playhead to the next/previous marker relative to the current playhead position.</p>
|
| 515 |
+
</div>
|
| 516 |
+
</div>
|
| 517 |
+
<div class="section" id="bind-camera-to-marker">
|
| 518 |
+
<span id="marker-bind-camera"></span><h2>Bind Camera to Marker<a class="headerlink" href="#bind-camera-to-marker" title="Permalink to this headline">¶</a></h2>
|
| 519 |
+
<div class="refbox admonition">
|
| 520 |
+
<p class="first admonition-title">Reference</p>
|
| 521 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
| 522 |
+
<col class="field-name" />
|
| 523 |
+
<col class="field-body" />
|
| 524 |
+
<tbody valign="top">
|
| 525 |
+
<tr class="field-odd field"><th class="field-name">Editor:</th><td class="field-body">Timeline</td>
|
| 526 |
+
</tr>
|
| 527 |
+
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Bind Camera to Markers</span></td>
|
| 528 |
+
</tr>
|
| 529 |
+
<tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">Ctrl-B</kbd></td>
|
| 530 |
+
</tr>
|
| 531 |
+
</tbody>
|
| 532 |
+
</table>
|
| 533 |
+
</div>
|
| 534 |
+
<p><em>Bind Camera to Markers</em> is a special operator only available in the <em>Timeline</em>.
|
| 535 |
+
The operator allows markers to be used to set the active object as the active camera.</p>
|
| 536 |
+
<p>To use this operator, select the object to become the active camera
|
| 537 |
+
and select a marker to bind the active camera to.
|
| 538 |
+
If no marker is selected when the operator is preformed, a marker will be added.
|
| 539 |
+
When an object is bound to a marker, the marker will be renamed to the name of the active object.
|
| 540 |
+
These markers also have a camera icon next to the left of the name
|
| 541 |
+
to easily distinguish them from other informative markers</p>
|
| 542 |
+
<p>These markers can be moved to change the frame at which
|
| 543 |
+
the active camera is changed to the object the marker is bound to.</p>
|
| 544 |
+
</div>
|
| 545 |
+
</div>
|
| 546 |
+
|
| 547 |
+
|
| 548 |
+
</div>
|
| 549 |
+
|
| 550 |
+
</div>
|
| 551 |
+
<footer>
|
| 552 |
+
|
| 553 |
+
<div class="rst-footer-buttons" role="navigation" aria-label="footer navigation">
|
| 554 |
+
|
| 555 |
+
<a href="shape_keys/index.html" class="btn btn-neutral float-right" title="Shape Keys" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right"></span></a>
|
| 556 |
+
|
| 557 |
+
|
| 558 |
+
<a href="drivers/troubleshooting.html" class="btn btn-neutral float-left" title="Troubleshooting" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left"></span> Previous</a>
|
| 559 |
+
|
| 560 |
+
</div>
|
| 561 |
+
|
| 562 |
+
|
| 563 |
+
<hr/>
|
| 564 |
+
|
| 565 |
+
<div role="contentinfo">
|
| 566 |
+
<p>
|
| 567 |
+
© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License
|
| 568 |
+
|
| 569 |
+
</p>
|
| 570 |
+
</div>
|
| 571 |
+
|
| 572 |
+
</footer>
|
| 573 |
+
|
| 574 |
+
</div>
|
| 575 |
+
</div>
|
| 576 |
+
|
| 577 |
+
</section>
|
| 578 |
+
|
| 579 |
+
</div>
|
| 580 |
+
<div class="rst-versions" data-toggle="rst-versions" role="note" aria-label="document versions">
|
| 581 |
+
<ul id="versionwrap" role="presentation">
|
| 582 |
+
<li style="float:left" role="presentation">
|
| 583 |
+
<span id="version-dropdown" class="version-btn" tabindex="0" role="button" aria-label="versions selector" aria-haspopup="true" aria-controls="version-vsnlist" aria-disabled="true">
|
| 584 |
+
2.80
|
| 585 |
+
</span>
|
| 586 |
+
<ul id="version-vsnlist" class="version-list" role="menu" aria-labelledby="version-dropdown" aria-hidden="true">
|
| 587 |
+
<li role="presentation">Loading...</li>
|
| 588 |
+
</ul>
|
| 589 |
+
</li>
|
| 590 |
+
<li style="float:right" role="presentation">
|
| 591 |
+
<span id="lang-dropdown" class="version-btn" tabindex="0" role="button" aria-label="language selector" aria-haspopup="true" aria-controls="version-langlist">
|
| 592 |
+
en
|
| 593 |
+
</span>
|
| 594 |
+
<ul id="version-langlist" class="version-list" role="menu" aria-labelledby="lang-dropdown" aria-hidden="true">
|
| 595 |
+
<li role="presentation">Loading...</li>
|
| 596 |
+
</ul>
|
| 597 |
+
</li>
|
| 598 |
+
</ul>
|
| 599 |
+
</div>
|
| 600 |
+
|
| 601 |
+
<script type="text/javascript">
|
| 602 |
+
jQuery(function () {
|
| 603 |
+
SphinxRtdTheme.Navigation.enable(true);
|
| 604 |
+
});
|
| 605 |
+
</script>
|
| 606 |
+
|
| 607 |
+
|
| 608 |
+
|
| 609 |
+
|
| 610 |
+
|
| 611 |
+
|
| 612 |
+
<script>
|
| 613 |
+
window.ga=window.ga||function(){(ga.q=ga.q||[]).push(arguments)};ga.l=+new Date;
|
| 614 |
+
ga('create', 'UA-1418081-1', 'auto');
|
| 615 |
+
ga('send', 'pageview');
|
| 616 |
+
</script>
|
| 617 |
+
<script async src='https://www.google-analytics.com/analytics.js'></script>
|
| 618 |
+
|
| 619 |
+
</body>
|
| 620 |
+
</html>
|
motion_paths.html
ADDED
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<li>Motion Paths</li>
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<a href="../_sources/animation/motion_paths.rst.txt" rel="nofollow"> View page source</a>
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<div role="main" class="document" itemscope="itemscope" itemtype="http://schema.org/Article">
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<div itemprop="articleBody">
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<div class="section" id="motion-paths">
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<span id="bpy-ops-object-paths-calculate"></span><span id="bpy-types-animviz"></span><h1>Motion Paths<a class="headerlink" href="#motion-paths" title="Permalink to this headline">¶</a></h1>
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<div class="refbox admonition">
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<p class="first admonition-title">Reference</p>
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<table class="last docutils field-list" frame="void" rules="none">
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<col class="field-name" />
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<col class="field-body" />
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<tbody valign="top">
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<tr class="field-odd field"><th class="field-name">Editor:</th><td class="field-body">3D View, Properties editor</td>
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</tr>
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<tr class="field-even field"><th class="field-name">Mode:</th><td class="field-body">Object Mode</td>
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</tr>
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<tr class="field-odd field"><th class="field-name">Panel:</th><td class="field-body"><span class="menuselection">Properties editor ‣ Object ‣ Motion Paths</span></td>
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</tr>
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</tbody>
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</table>
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</div>
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<div class="refbox admonition">
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<p class="first admonition-title">Reference</p>
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<table class="last docutils field-list" frame="void" rules="none">
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<col class="field-name" />
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<col class="field-body" />
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<tbody valign="top">
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<tr class="field-odd field"><th class="field-name">Editor:</th><td class="field-body">3D View, Properties editor</td>
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</tr>
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<tr class="field-even field"><th class="field-name">Mode:</th><td class="field-body">Pose Mode</td>
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</tr>
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<tr class="field-odd field"><th class="field-name">Panel:</th><td class="field-body"><span class="menuselection">Properties editor ‣ Armature ‣ Motion Paths</span></td>
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</tr>
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<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Pose ‣ Motion Paths</span></td>
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</tr>
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</tbody>
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</table>
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</div>
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<div class="figure" id="id1">
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<a class="reference internal image-reference" href="../_images/animation_motion-paths_example-object.png"><img alt="../_images/animation_motion-paths_example-object.png" src="../_images/animation_motion-paths_example-object.png" style="width: 400px;" /></a>
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<p class="caption"><span class="caption-text">An animated cube with its motion path displayed.</span></p>
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</div>
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<p>The Motion Paths tool allows you to visualize the motion of points as paths over a series of frames.
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These points can be object origins and bone joints.</p>
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<p>To create or remove motion paths, it is necessary to first select the bones. Then:</p>
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<ol class="arabic simple">
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<li>To show the paths (or update them, if needed), click on the <em>Calculate Path</em> button.</li>
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<li>To hide the paths, click on the <em>Clear Paths</em> button.</li>
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</ol>
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<div class="admonition note">
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<p class="first admonition-title">Note</p>
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<p class="last">Remember that only selected bones and their paths are affected by these actions!</p>
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</div>
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<p>The paths are shown in a light shade of gray for unselected points,
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and a slightly blueish gray for selected ones.
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Around the current frame a glow indicate the direction of movement:
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+
blue towards future frames and green towards the past.
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Each frame is displayed by a small white dot on the paths.</p>
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<p>The paths are automatically updated when you edit your poses/keyframes,
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+
and they are also active during animation playback. Playing the animation
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affects the paths only when the <em>Around Current Frame</em> option is enabled.</p>
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<div class="section" id="options">
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<h2>Options<a class="headerlink" href="#options" title="Permalink to this headline">¶</a></h2>
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<div class="figure" id="id2">
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<img alt="../_images/animation_motion-paths_panel.png" src="../_images/animation_motion-paths_panel.png" />
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<p class="caption"><span class="caption-text">The Motion Paths panel in the Armature tab.</span></p>
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</div>
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<dl class="docutils">
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<dt>Type</dt>
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<dd><dl class="first last docutils">
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<dt>Around Frame</dt>
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<dd>Display paths of points within a fixed number of frames around the current frame.
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When you enable this button, you get paths for a given number of frames before and after the current one
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(again, as with ghosts).</dd>
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<dt>In Range</dt>
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<dd><p class="first">Display paths of points within specified range.</p>
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<dl class="last docutils">
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<dt>Clock Button</dt>
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<dd>Updates the display frame range from the scene frame range.</dd>
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</dl>
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</dd>
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</dl>
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</dd>
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<dt>Frame Range</dt>
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<dd><dl class="first last docutils">
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<dt>Before, After</dt>
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<dd>Number of frames to show before and after the current frame
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(only for <em>Around Current Frame</em> Onion-skinning method).</dd>
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<dt>Start, End</dt>
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<dd>Starting and Ending frame of range of paths to display/calculate
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(not for <em>Around Current Frame</em> Onion-skinning method).</dd>
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<dt>Step</dt>
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<dd>Allows displaying one point for every <em>n</em> frames on the path.
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Mostly useful when you enable the frame number display (see below), to avoid cluttering the 3D Views.</dd>
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</dl>
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</dd>
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<dt>Cache/Bone Cache</dt>
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<dd><dl class="first last docutils">
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<dt>From, To</dt>
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<dd>These are the start/end frames of the range in which motion paths are shown.
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You cannot modify this range without deleting the motion path first.</dd>
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</dl>
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</dd>
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<dt>Calculate/Update Paths</dt>
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<dd><p class="first">If no paths have been calculated, Calculate Paths will create a new motion path in cache based on
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the options specified in the pop-up menu or the <a class="reference internal" href="../interface/undo_redo.html#ui-undo-redo-adjust-last-operation"><span class="std std-ref">Adjust Last Operation</span></a> panel.</p>
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<p>If a path has already been calculated, Update Paths will update the path shape to the current animation.
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To change the frame range of the calculated path, you need to delete the path and calculate it again.</p>
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<dl class="last docutils">
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<dt>Start, End</dt>
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<dd>These are the start/end frames of the range in which motion paths are shown.
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You have to <em>Calculate Paths</em> again if you modify this setting, to update the paths in the 3D Views.
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The start frame is <em>inclusive</em>
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(i.e. if you set <em>Start</em> to 1, you will really see the frame 1 as starting point of the paths…).</dd>
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<dt>Bake Location</dt>
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<dd>Bones only – By default, you get the tips’ paths.
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By changing this setting to Tails, you will get the paths of the bone’s roots
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(remember that in Blender UI, bones’ roots are called “heads”…).
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You have to <em>Calculate Paths</em> again if you modify this setting,
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to update the paths in the 3D Views.</dd>
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</dl>
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</dd>
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<dt>Clear Paths <code class="docutils literal notranslate"><span class="pre">X</span></code></dt>
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<dd>Clears paths on all objects/bones or just the selected ones when holding <kbd class="kbd docutils literal notranslate">Shift</kbd>.</dd>
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</dl>
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<div class="section" id="show">
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<h3>Show<a class="headerlink" href="#show" title="Permalink to this headline">¶</a></h3>
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<dl class="docutils">
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<dt>Frame Numbers</dt>
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<dd>When enabled, a small number appears next to each frame dot on the path,
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which is of course the number of the corresponding frame.</dd>
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<dt>Keyframes</dt>
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<dd>When enabled, big yellow square dots are displayed on motion paths, showing the keyframes of their bones
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(i.e. only the paths of keyed bones at a given frame get a yellow dot at this frame).</dd>
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<dt>+ Non-Grouped Keyframes</dt>
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<dd>For bone motion paths, it searches the whole Action for keyframes instead of
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in groups with matching name only (this is slower).</dd>
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<dt>Keyframe Numbers</dt>
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<dd>When enabled, you will see the numbers of the displayed keyframes,
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so this option is obviously only valid when <em>Show Keys</em> is enabled.</dd>
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<dt>Lines</dt>
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<dd><p class="first">Toggles whether the lines between the points are shown.</p>
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<dl class="last docutils">
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<dt>Thickness, Custom Color</dt>
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<dd>Customizable thickness and color for the lines.</dd>
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</dl>
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</dd>
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</dl>
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</div>
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</div>
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<div class="section" id="example">
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<h2>Example<a class="headerlink" href="#example" title="Permalink to this headline">¶</a></h2>
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<div class="figure" id="id3">
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<img alt="../_images/animation_motion-paths_example-armature.png" src="../_images/animation_motion-paths_example-armature.png" />
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<p class="caption"><span class="caption-text">An example of a motion path of an armature.</span></p>
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</div>
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</div>
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