动作促动器¶
The Action Actuator controls animation actions, and sets the playback method. It is only visible when an armature is selected, because the actions are stored in the armature.
Properties¶
- Action Playback Type
- Play
- Play F-Curve once from start to end when a
TRUE
pulse is received. - Ping Pong
- Play F-Curve once from start to end when a
TRUE
pulse is received. When the end is reached play F-Curve once from end to start when aTRUE
pulse is received. - Flipper
- Play F-Curve once from start to end when a
TRUE
pulse is received. (Plays backwards when aFALSE
pulse is received). - Loop End
- Play F-Curve continuously from end to start when a
TRUE
pulse is received. - Loop Start
- Play F-Curve continuously from start to end when a
TRUE
pulse is received. - Property
- Uses a property to define what frame is displayed.
- Action
- Select the action to use.
- Continue
- Restore last frame when switching on/off, otherwise play from the start each time.
- Start Frame
- Set the start frame of the action.
- End Frame
- Set the end frame of the action.
- Child Button
- Update action on all children objects as well.
- Blending
- Number of frames of motion blending.
- Priority
- Execution priority -- lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack.
- Frame Property
- Assign the action's current frame number to this property.
- Property
- Use this property to define the Action position. Only for Property playback type.
- Layer
- The animation layer to play the action on.
- Layer Weight
- How much of the previous layer to blend into this one.