动画编辑器

Blender 提供了一套专为创建、编辑和优化动画而设计的编辑器。这些编辑器使您能够在动画制作流程中处理关键帧、曲线、非线性动作、驱动器、视频序列和运动追踪。

每个编辑器的用途各不相同:

  • The Dope Sheet organizes and manipulates keyframes across multiple objects and data-blocks.

  • The Graph Editor provides fine control over F-Curves to refine motion and interpolation.

  • The Nonlinear Animation (NLA) Editor arranges and layers animation actions for complex sequencing.

  • The Drivers Editor links properties with expressions for procedural animation.

  • The Movie Clip Editor supports motion tracking, mask editing, and stabilization, which can be integrated into animation and compositing workflows.

  • The Video Sequence Editor (VSE) combines rendered animations, image sequences, audio, and effects into a final movie edit.

Together, these editors form the backbone of Blender's animation system -- from quick keyframe adjustments to advanced rigging, motion editing, visual effects integration, and final shot assembly.

This page describes features that are shared across the different animation focused editors.

播放头

../_images/editors_timeline_cursor.png

播放头。

The Playhead is the blue vertical line showing the current frame number.

It can be moved to a new position by clicking or dragging LMB in the scrubbing area at the top or by click and drag Shift-RMB anywhere in the timeline.

While dragging it can snap to elements of the editor in which it is dragged. - Seconds - Frames - Markers - Strips - Keys

It is only possible to snap to elements that are visible in the editor in which the playhead is dragged. For example having "Strips" enabled but dragging in the Graph Editor will do nothing. Snapping can be toggled during scrubbing by holding down Ctrl.

Snapping to seconds or frames can have a custom increment for example snapping to every third frame. This is always relative to the first frame of the scene and ignores the preview range. In contrast to the other snapping options, seconds and frames will always snap to the closest position, regardless of the snap distance set. When mixing options, the system will first try to snap to elements that are snapped by distance. Only if no element is close enough will it snap to seconds or frames.

You can also move it in single-frame increments by pressing Left or Right or Alt-Wheel. To jump to the beginning or end frame (of the ends of the preview range if that is active) press Shift-Left or Shift-Right.

吸附

参考

菜单:

标题栏 ‣ 吸附

播放头吸附功能可将播放头吸附到帧、标记或关键帧等特定元素上,从而帮助您在刷新时间线时精确定位播放头。

使用吸附

在移动播放头时启用或禁用吸附行为。

吸附距离

在吸附到目标之前,播放头与目标之间的最大距离(像素)。

吸附目标

指定播放头可以吸附到的元素:

:

吸附到帧间隔。

:

吸附到秒间隔。

标记:

吸附到时间线标记。

关键帧:

吸附到动画关键帧。

片段:

吸附到片段的起点和终点(例如在视频序列中)。

帧步长

使用 目标时,每个吸附点之间的帧间隔。

秒步长

使用 目标时,每个吸附点之间的秒间隔。

回放控制

动画编辑器(如时间轴、摄影表、曲线编辑器和非线性动画编辑器)中的播放控制区域包含与播放、关键帧设置、自动关键帧生成和传输相关的控制项与选项。

这些设置可让您:

  • 控制动画的预览方式及与音频的同步效果。

  • 通过插帧集和自动插帧功能插入并管理关键帧。

  • Navigate the timeline using playback and transport controls.

  • 调整帧范围并预览动画的特定片段。

The footer is shared across animation editors to provide a consistent workflow for animators, whether they are editing keyframes, adjusting curves, or sequencing actions.

../_images/editors_playback_controls.png

回放

Properties for how animations are played.

../_images/editors_timeline_playback.png
同步
../_images/editors_timeline_red-fps.png

3D视图红色帧速率(FPS)。

If animation playback can't keep up with the desired Frame Rate, the actual frame rate (shown in the top left corner of the 3D Viewport) will turn red, and the Sync option determines how the situation should be handled.

播放每帧:

播放每一帧,即使这会导致动画播放速度比预期的慢。

丢帧:

如果播放速度慢于场景的帧频,则丢帧。

同步到音频:

如果播放速度太慢而无法与音频保持同步,则丢帧。

音频 -- 拖拽播放

Play bits of the sound in the animation (if there is any) while you drag the Playhead around.

音频 -- 播放音频

取消勾选可使所有声音静音。

回放 -- 限于帧范围

Don't allow moving the Playhead outside of the Frame Range using the mouse.

Playback -- Allow Preroll

Allows playback to continue before the Start Frame.

This is useful when starting playback from outside the scene frame range, such as when scrubbing earlier frames or previewing motion that leads into the defined frame range.

This option is disabled when Limit to Frame Range is enabled.

回放 -- 跟随当前帧

Automatically pan the view to catch up when the Playhead goes off screen.

循环

Defines what happens when playback reaches the last frame.

Infinite:

After the last frame, playback jumps back to the first frame and continues playing indefinitely.

Stop at End Frame:

Playback stops when the last frame is reached.

Stop at Start Frame:

After reaching the last frame, playback jumps to the first frame and stops.

重建帧:

After reaching the last frame, playback stops at the frame where playback originally started.

弹跳:

When the last frame is reached, playback reverses direction.

播放于

Which editors to update on each animation frame. If an editor is unchecked, it'll only be updated once playback stops (with some exceptions where it'll update on each frame anyway). When starting playback in either the Graph Editor, Dope Sheet or the NLA Editor, all editors will play back regardless of the settings. This is a feature requested by animators to easily play back all views.

显示 -- 子帧

Display and allow setting fractional frame values for the current frame.

设置起始/结束帧

Set the scene's start/end frame to the current frame. If the Preview Range is active (see Frame Controls), that one is changed instead.

插帧

插帧 弹出菜单包含影响关键帧插入的选项。

Note

此弹窗的名称将根据当前活动的插帧集而变化。

../_images/editors_timeline_keying.png
活动插帧集
../_images/editors_timeline_keying-sets.png

时间线插帧集。

A Keying Set is a named collection of animatable properties. If you select one and then press I while not hovering over any input field, Blender will create keyframes for the properties in that keying set.

If you don't have a keying set selected, you'll get keyframes on a default set of properties instead (e.g. Location/Rotation/Scale for objects).

There are a number of predefined keying sets, but you can also create your own in the Keying Sets panel.

插入关键帧 I

于当前帧插入关键帧。

删除关键帧 Alt-I

于当前帧删除关键帧。

新关键帧类型

新创建关键帧的关键帧类型

循环感知插帧

当将关键帧插入简单循环曲线时,将应用特殊处理来保持循环完整性(在调整已建立的循环时最有用):

  • 如果在循环的主时间范围之外尝试键插入,则将其重新映射回范围内。

  • 当覆盖其中一个结束键时,另一个也会相应地更新。

此外,当在启用手动帧范围循环动画 的操作中添加新曲线时,曲线将自动循环,周期与帧范围匹配。为方便起见,在将第二个关键帧添加到此类曲线之前也进行了这种检查和转换。

自动插帧

../_images/editors_timeline_keyframes-auto.png

自动插帧按钮。

When the record button () is enabled, Blender will automatically create keyframes on the current frame whenever you transform an object or bone in the 3D Viewport (or change one of its transform properties in the Properties Editor).

One special use case is to record a camera path as you fly through the scene. See Fly/Walk Navigation.

Note

Auto Keying only works for transform properties (Location, Rotation, Scale). It won't create a keyframe if you change, say, the color of a material -- you still have to do that manually.

模式
添加 & 替换:

按需添加或替换关键帧。

替换:

仅替换已有的关键帧。

仅活动插帧集

By default, Auto Keying will create keyframes even for properties that are not in the active keying set. Use this checkbox to change that.

分层记录

为动画上的每个循环/通道添加一个新的非线性动画轨道,以便进行无损调整。

播放控制

这些按钮用于设置当前帧并控制播放。

../_images/editors_timeline_player-controls.png

传输控制。

跳转到开头 Shift-左←

将播放头设置为帧范围的起始位置。

跳转到上一个关键帧 上↑

将播放头移动到上一个关键帧。

倒放 Shift-Ctrl-空格键

开始以倒放方式播放动画。

播放 空格键

开始播放动画。

暂停 空格键

停止播放动画。

跳转到下一个关键帧 下↓

移动播放头到下一关键帧。

跳转到结尾 Shift-右→

设置播放头到帧范围结束点。

按增量向后跳转 Ctrl-左←

按用户配置的增量向后跳转播放头。

按增量向前跳转 Ctrl-右→

按用户配置的增量向前跳转播放头。

此外,在按增量跳转按钮右侧还有一个可访问的菜单,用于设置其增量:

../_images/editors_timeline_player-jump_delta_panel.png

帧控制

当前帧 Alt-滚轮

The number of the frame that's currently being displayed in the 3D Viewport. This is also the location of the Playhead.

使用预览范围

The Preview Range is an alternative Frame Range that you can use for focusing on a particular part of the animation. It lets you repeatedly play a short segment without having to manually rewind or change the frame range of the entire scene.

This range only affects the preview in the 3D Viewport; it doesn't affect rendering.

The boundaries of the Preview Range are shown in dark orange. You can quickly configure and enable it by pressing P and dragging a box. To disable it, you can press Alt-P.

起始、结束

场景(或预览范围,若启用)的起始/结束帧。