插帧集
Keying sets are a collection of animated properties that are used to animate and keyframe multiple properties at the same time. For example, using keying sets you can press I in the 3D Viewport, Blender will add keyframes for all the properties in the active keying set. There are some built-in keying sets and, also custom keying sets called Absolute Keying Sets. To select and use a keying set, set the Active Keying Set in the Keying popover in the Timeline header, or the Keying Set panel, or press Shift-Ctrl-Alt-I in the 3D Viewport.
插帧集面板
参考
- 编辑器
属性
- 面板
This panel is used to add, select, manage Absolute Keying Sets.
- 活动插帧集
The List View of keying sets in the active scene.
- 添加
+
Adds an empty keying set.
- 添加
- 描述
A short description of the keying set.
- 导出到文件
Export keying set to a Python script
File.py
. To re-add the keying set from theFile.py
, open then run theFile.py
from the Text Editor.
关键帧设置
- 常规重写
These options control all properties in the keying set. Note that the same settings in Preferences override these settings if enabled.
- 激活重写设置
These options control individual properties in the keying set.
- 常规设置
- Only Needed
只在相关的F-曲线中需要的地方插入关键帧。
- 可视插帧
基于可视变换插入关键帧。
- XYZ 转 RGB
For new F-Curves, set the colors to RGB for the property set, Location XYZ for example.
活动插帧集面板
参考
- 编辑器
属性
- 面板
This panel is used to add properties to the active keying set.
- 路径
A collection of paths in a List View each with a Data Path to a property to add to the active keying set.
- 添加
+
添加一个空路径。
- 添加
- 目标 ID 块
设置属性的ID类型和 对象 IDs 数据路径。
- 数据路径
设置属性的数据路径余下的部分。
- 阵列全部项
使用数据路径的 全部项,或者选择某一个特定属性的数组编号。
- 函数曲线群组
控制添加通道到的群组。
插帧集名称,无,命名组
Adding Properties
参考
- 菜单
- 快捷键
K
Some ways to add properties to keying sets.
RMB the property in the User Interface, then select Add Single to Keying Set or Add All to Keying Set. This will add the properties to the active keying set, or to a new keying set if none exist.
鼠标在属性上方悬停,按 K,将 全部添加到插帧集。
整个角色插帧集
The built-in Whole Character keying set is made to keyframe all properties that are likely to get animated in a character rig. It was also implicitly used by the Old Pose Library system.
In order to determine which bones to add keys for, and which bones to skip, the keying set uses the bone names. The following bone name prefixes will be skipped:
"COR", "DEF", "GEO", "MCH", "ORG", "VIS"