插帧集

../../_images/editors_timeline_keying-sets.png

时间线中的活动的插帧集数据ID。

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

场景 ‣ 插帧集

该面板用于添加、选择、管理 绝对插帧集

../../_images/animation_keyframes_keying-sets_scene-keying-set-panel.png

插帧集面板。

活动插帧集

The List View of keying sets in the active scene.

添加 +

Adds an empty keying set.

描述

对插帧集的简短描述。

导出到文件

Export keying set to a Python script File.py. To re-add the keying set from the File.py, open then run the File.py from the Text Editor.

关键帧设置

常规覆盖

These options control all properties in the keying set. Note that the same settings in Preferences override these settings if enabled.

激活覆盖设置

These options control individual properties in the keying set.

常规设置
仅必要

仅在相关函数曲线中需要的位置插入关键帧。

可视插帧

基于可视变换插入关键帧。

XYZ 转 RGB

对于新的函数曲线,将属性集合如位置XYZ的颜色设置为RGB。

活动插帧集面板

参考

编辑器

属性

面板

场景‣ 活动插帧集

This panel is used to add properties to the active keying set.

../../_images/animation_keyframes_keying-sets_scene-active-keying-set-panel.png

活动插帧集面板。

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。

目标 ID 块

Set the ID Type and the Object IDs data path for the property.

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

添加属性

参考

菜单

上下文菜单 ‣ 将多项/单项添加到插帧集

快捷键

K

在插帧集中添加属性的几种方法。

用户界面RMB 单击属性,选择 添加单项到插帧集全部添加到插帧集 。这将在活动插帧集中添加该属性,如果目前没有活动插帧集,则创建一个新的。

鼠标在属性上方悬停,按 K,将 全部添加到插帧集

Whole Character Keying Set

The built-in Whole Character keying set is made to keyframe all properties that are likely to get animated in a character rig. It is also implicitly used by the 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"