简介
使用蜡笔进行动画绘制
The main goal of Grease Pencil is to offer a 2D animation tool full immersed in a 3D environment.
在Blender中,蜡笔物体可以通过多种方式进行动画处理:
- 作为一个整体移动
随时间变化,改变物体的位置,方向,或尺寸;
- 逐帧绘制
每次绘制一帧(传统动画)
- 形变物体
为它们的点设置动画;
- 继承的动画
导致物体根据另一个物体的移动(例如其父对象、挂钩、骨架等)而移动。例如,可用于剪纸动画。
有关Blender中动画的完整概述,请参阅 动画&绑定 章节。
2D传统动画
关键帧
Traditional animation in Grease Pencil is achieved with the use of keyframes that hold the strokes information at a particular frame or frame range.
With Auto keyframe activated, every time you create a stroke in Grease Pencil object Draw Mode a new keyframe is added at the current frame on the active channel. With Auto keyframe deactivated, you will have to add manually a new keyframe or your new strokes will be added on the active keyframe.
See Keyframe Editing for more information.
Note
摄影表中的通道对应于蜡笔物体的活动 2D 图层。
Grease Pencil has its own mode in the Dope Sheet to work with keyframes. See Grease Pencil mode in the Dope Sheet section for more information. There are also several tools on the Stroke menu to work with keyframes and strokes. See Animation tools for more information.
洋葱皮
传统动画中的一个关键元素是使用洋葱蒙皮。蜡笔为这个工具提供了很多灵活性和选项。详细信息见 洋葱皮。
动画选项
绘制模式
In Draw Mode there are three options related to the animation workflow that you can use.
- 添加重量数据
启用后,将根据当前顶点组和权重添加新描边权重数据。如果未选择顶点组,则不添加权重数据。
这在例如剪切动画中很有用,用于在同一顶点组上添加新图形,而无需随后创建它。
请参阅 Weight Paint Mode 来获得更多信息。
- 加图
当创建新帧时,前一个/活动帧中的笔画将作为基础包含在新帧中。
- 多重帧
If you need to add new strokes to your animation on several frames you can use multiframe drawing.
You can activate multiframe drawing with the Multiframe button next to the modes selector (faded lines icon). See Multiframe for more information.
编辑模式
In Edit Mode there is an option related to the animation workflow that you can use.
- 多重帧
有时,您可能需要使用编辑工具同时修改多个帧,例如在动画中重新定位图形。
可以使用模式选择器旁边的 “多帧” 按钮激活多帧编辑(淡化线图标)。更多信息见 多帧。
示例
传统动画
此示例演示如何使用传统的2D动画技术和蜡笔做一个弹跳小球动画。
First, go to menu
to start with a new 2D animation template. The template is ready to quick start your animation with a Grease Pencil object already created, Onion Skinning activated, Auto Keyframe enabled and in camera view.将时间轴中的动画范围设置为 1 到 24。
In the 3D Viewport draw a ball on the upper left corner with the Draw Tool (extreme).
移动到第 12 帧,并在底部中心中绘制一个挤压的球(breakdown,间断帧)。
Move to frame 24 and draw a ball in the top right corner of the 3D Viewport (extreme).
Keep drawing all the inbetween frames you want using the onion skinning ghost as a reference.
要测试动画,请按 Spacebar 进行播放。