复制全局变换#

轻松复制粘贴物体与骨骼变换。

在复制时,全局 (世界空间) 变换将被放置在剪贴板上。这可以被粘贴到任何物体或骨骼上,无论是在当前帧或任意其他帧。

由于变换是作为文本放在剪贴板上的,因此您甚至可以将其复制粘贴到即时消息中并将其发送给其他人。

激活#

  • 打开Blender并转到“偏好设置”,然后转到“插件”选项卡。

  • 选择“动画”类别,然后勾选“复制全局变换”以启用插件。

界面#

../../_images/copy_global_transform-main.webp

位于 3D 视图‣ 侧栏 ‣ 动画标签

右边的图显示了Copy Global Transform(复制全局变换)面板的主要功能。折叠收起的面板将会在下面他们各自部分进行讲述.

描述#

复制

Inspects the active Object (in Object mode) or Bone (in Pose mode) and places its current global transform onto the clipboard as a matrix.

粘贴

Takes the copied global transform and applies it to the active Object or Bone. This is done by adjusting its location, rotation, and scale properties.

镜像

Same as 'Paste' above, but then mirrored relative to some other object or bone. This can be useful, for example, to copy the foot position of one foot to the other. See 镜像选项 below.

粘贴到所选关键帧

Paste as described above and additionally use auto-keying to update one or more frames. The key selection is used to tell Blender which frames this should happen on; it does not influence which parts of the transform are keyed. What is keyed is determined by the active keying set.

粘贴并烘焙

Almost the same as Paste to Selected Keys. Instead of only pasting on the selected keys, Paste and Bake will paste & auto-key on every frame between the first and last selected keys.

镜像选项#

../../_images/copy_global_transform-mirror_options.webp

The copied transform can be mirrored relative to an object or a Bone. This requires choosing that object or bone first.

骨架 + 骨骼

Choosing an Armature object as mirror object will show the bone selector. You can use that to pick the bone to use as mirror. This will always use the named bone on that specific armature object.

仅骨骼

When you choose no mirror object at all, you can still choose a bone name. This is used for mirroring against a bone in the active armature. This can be useful to mirror bone transforms relative to the 'chest' bone of the active character.

仅物体

This will just mirror relative to the chosen object.

After pasting with 'Paste Mirrored', the mirror axes can be chosen in the redo panel.

固定到摄像机#

../../_images/copy_global_transform-fix_to_camera.webp

Also known as "bake to camera", this operator will ensure selected objects/bones remain static (relative to the camera) on unkeyed frames.

This is done by generating new keys. These keys will be of type 'Generated' so that it remains clear which keys were manually created, and which were generated. This way the tool can be re-run to re-generate the keys.

  1. Ensure your animation is keyed using constant interpolation. If this is not the case yet, bake your animation (at least the transform channels). This tool does _not_ work with the "Stepped" F-Curve modifier

  2. Choose which of the Location/Rotation/Scale channels you want to fix to the camera. When unsure, make sure they are all checked.

  3. Press the "Fix to Camera" button.

To undo the effect of the "Fix to Camera" operator, click on the trash bin button. That will remove all the generated keys in either the scene range or the frame range.

The tool operates on the scene frame range, or on the preview range if that is active. Keys outside that range are ignored, both when fixing to the camera and when removing generated keys.

Warning

This tool assumes that all keys with type 'Generated' are equal. It will overwrite them (or remove them, depending on which button you press).

相对复制-粘贴#

../../_images/copy_global_transform-relative.webp

The "Relative" panel has copy/paste buttons that work relative to a chosen object. When copying, the world-space transform is determined, and then adjusted to become relative to the world-space transform of the chosen object. When pasting, this happens in reverse.

If no object is chosen, the copy/paste will happen relative to the active scene camera. What is the active scene camera is determined for every action, so when you paste it can be different from when you copied. This can help to keep an object visually in the same place when switching cameras, or when switching between scenes.

局限#

Pasting a transform adjusts the Object/Bone's location, rotation, and scale. This means that when copying a skewed transform, this skew is lost.

If there are constraints on the Object/Bone, the resulting visual transformation may not be the same as the pasted one. To give a concrete example: if you have a constraint that adds a rotation, it will always add that rotation on top of the pasted transform.

See also

姿态库 for a way to manage and share entire poses.

参考

类别:

动画

描述:

一个简单的插件,用于复制世界空间变换。

位置:

3D 视图‣ 侧栏 ‣ 动画标签

文件:

copy_global_transform.py

作者:

Sybren A. Stüvel

维护者:

Sybren A. Stüvel

许可证:

GPL 2+

支持级别:

官方

注意:

此插件与Blender捆绑在一起。