## Curva-f activa¶

Referencia

Panel:

Barra lateral ‣ Curva-f ‣ Curva-f activa

Este panel mostrará las propiedades de la curva-f activa.

Nombre del canal

The name of the property that’s animated by the curve.

Ruta a los datos

The programmatic path to the property.

The index into the property, for multi-value properties. As an example, the Location property has three values (X, Y and Z), which means it can have three different curves with indices 0, 1 and 2.

How to determine the color of the F-Curve in the Graph editor.

Arcoíris Automático

Assigns a unique color to each curve that uses this setting.

XYZ a RVA Automático

Detects curves that animate an X/Y/Z coordinate and colors them red/green/blue accordingly.

Definido por el Usuario

Lets you choose the color yourself.

How to compute the Bézier handles when using the Automatic or Auto Clamped handle type.

Ninguno

Only directly adjacent key values are considered when computing the handles.

This older method is very simple and predictable, but it can only produce truly smooth curves in the most trivial cases. Notice that the red curve in the image above has a few kinks in the middle.

Aceleración continua

A system of equations is solved in order to avoid or minimize jumps in acceleration at every keyframe.

Inicialmente producirá curvas mucho más suaves, pero asimismo significará que cualquier cambio en los valores de un clave podrá afectar la interpolación en un tramo significativo de la curva; más allá de que la intensidad de estos cambios decaiga exponencialmente con la distancia. Esta propagación de cambios se detendrá ante la aparición de cualquier clave cuyas asas sean de tipo Libre, Alineada o Vector, así como por extremos cuyas asas sean de tipo Automática limitada.

The mode also tends to overshoot and oscillate more with fully Automatic handles in some cases (see the image above). So it is recommended to use Auto Clamped by default, and only switch to Automatic handles in places where this is desired behavior. That effect can also be reduced by adding in-between keys.

Truco

Teniendo en cuenta las ventajas y desventajas de cada modo, el modo Aceleración continua debería ser más adecuado para animaciones limitadas, que utilizan una pequeña cantidad de claves interpolados con un mínimo refinamiento manual. En casos de animaciones con una alta cantidad de claves y una alta tasa de refinamiento manual, es posible que los beneficios del suavizado inicial no compensen la disrupción en el flujo de trabajo, producida por la más extensa propagación de cada cambio posterior realizado.

## Clave activo¶

Referencia

Panel:

Región de Barra Lateral ‣ Curva-F ‣ Clave Activo

Interpolación

The interpolation to use between the active keyframe and the next.

Interpolación

Constante:

The curve holds the value until the next keyframe, producing a stair step effect with very abrupt changes. Normally only used during the initial «blocking» stage in pose-to-pose animation workflows.

Lineal:

The curve goes from one keyframe to the next in a straight line, which prevents abrupt changes in value but not in speed. By creating two keyframes with Linear interpolation and extrapolation, you can easily make a straight line curve that goes on forever.

Bezier:

The default interpolation, which is smooth in both values and speed.

Nota

F-Curves for properties that only accept discrete values will always have a stair step pattern, no matter which option you chose.

Aliviando (por influencia)

A set of interpolations that specialize in accelerating or decelerating an value, «easing» it from a stationary into a moving state or vice versa.

Ver también

Para obtener más información y algunas demostraciones en vivo, consulte easings.net y Funciones de aceleración de Robert Penner.

Efectos Dinámicos

These additional easing types imitate (fake) physics-based effects like bouncing.

Trasera

With Ease In, the value first moves away from the target and then shoots towards it. With Ease Out, it goes towards the target, overshoots it, and then returns.

Trasera

The size and direction (i.e. above/below the curve) of the overshoot.

Bote

Makes the value bounce a few times with exponential decay, like a tennis ball that was dropped on the floor.

Elástico

Makes the value overshoot the target, then rebound and undershoot it, then overshoot it again… with ever-decreasing intensity until it eventually settles.

Amplitud

How far the value initially overshoots its target.

Período

How much time there is between each oscillation.

Aceleración

This option only applies to the Easing and Dynamic Effects categories above.

Aceleración Automática

Automatically pick the most commonly used type: Ease In when using one of the Easing interpolations, and Ease Out when using one of the Dynamic Effects.

The value accelerates, moving slowly at the beginning of the curve segment and speeding up towards the end.

The value decelerates, moving quickly at the beginning of the curve segment and slowing down towards the end.

The value moves slowly in the beginning, speeds up towards the middle, and slows down again towards the end.

Fotograma Clave

The frame of the active keyframe.

Valor

The value of the active keyframe.

Tipo de Asa Izquierda/Derecha

When the keyframe’s interpolation is set to Bézier, the shape of the curve around it is influenced by its handles. Each handle has its own type which determines if (and how) Blender positions it automatically, and if not, how much freedom you have in positioning it manually.

You can change the handles” types in multiple ways: using these dropdowns in the Sidebar; through the menu Key ‣ Handle Type; or by pressing V and selecting from the popup menu.

If you want to change an automatic handle’s position, just drag it; you don’t need to manually change its type first.

Automático:

Automatic handles that produce smooth curves.

Sujeción automática:

Asas de sujeción automática para evitar excesos y cambios en la dirección de la curva entre fotogramas clave (formas de S).

Vector:

Automatic handles that produce straight curve segments (like linear interpolation).