动作¶
在Blender中动画化物体和属性时,动作数据块将会记录和保存动画相关数据。和Blender中其它概念类似,动作是以数据块形式存储的。
当通过使用关键帧改变物体位置动画化物体时,动画会被储存到动作中。
Each property has a channel which it is recorded to, for example,
Cube.location.x
is recorded to Channel X Location.
The X location and Y location properties can be shared across multiple objects,
if all objects have X location and Y location properties beneath them.
如何使用动作¶
当您第一次通过添加关键帧动画化一个物体时,Blender为该数据创建一个 动作 来记录这些数据。
Actions can be managed with the Action data-block menu in the Dope Sheet Action Editor header, or the Sidebar region of the NLA Editor.
如果要为同一对象创建多个动作,请按每个动作的屏蔽按钮。 这将使动作成为 伪用户 并使Blender保存未链接的动作。
物体在同一时间只能编辑一个动作数据块。 NLA编辑器 用于将多个动作数据混合在一起。
烘焙动作¶
参考
- 编辑器
3D Viewport
- 模式
物体和姿态模式
- 菜单
The final motion of objects or bones depends not only on the keyframed animation, but also on any active F-curve modifiers, drivers, and constraints. On each frame of all the scene's frames, the Bake Action tool computes the final animation of the selected objects or bones with all those modifiers, drivers, and constraints applied, and keyframes the result.
This can be useful for adding deviation to a cyclic action like a Walk Cycle, or to create a keyframe animation created from drivers or constraints.