Frames and Keyframes
::框架和关键框架

A frame is a snapshot of the scene at one moment in time. An animation consists of displaying a succession of frames representing successive moments in time; if these are shown sufficiently quickly (at least 24 frames per second), the eye is fooled into seeing smooth movement, instead of a succession of still poses.
::是对一个时刻的场景的快照.动画包括显示一个连续的,代表一个连续的时刻;如果这些显示足够快 (至少每秒24),眼睛会被欺骗看到平滑的运动,而不是连续的静止姿势.

This is the principle behind both cinema film and digital video. But long before these were invented, it was known that you could make a sequence of drawings on pages of a  flipbook , which could then be rapidly flipped by hand to produce an animation.
::电影和数字视频的原理是这样的. 但在这些技术发明之前, 人们已经知道可以在翻页书上画出一系列图纸,

In live action video, we can capture the frames simply by letting the camera record as the scene unfolds. In hand-drawn animation (cartoons), each frame had to be drawn by a human animator (though there were some shortcut techniques like articulated character pieces, separately-moving scenery layers etc). Actually what would happen was that the most skilled artists would create keyframes representing pivotal points in the animation (starting and ending poses in a character’s movement etc), and the lower-paid assistants would have the job of filling in all the intermediate frames to produce smooth movement between those endpoints.
::在现场动画视频中,我们可以通过让摄像机随着场景的展开而记录来捕捉.在手绘动画 (卡通) 中,每个都必须由人类动画师绘制 (尽管有一些快捷技术,如形角色片段,分别移动的风景层等).实际上会发生什么,最熟练的艺术家会创建代表动画中关键点的关键 (角色运动中的起始和结束姿势等),而低薪助理将有填充所有中间的任务,以产生这些端点之间的平滑移动.

Computer animation works in a similar way, except here Blender is your lower-paid assistant. You go to crucial points in the timeline of your animation, position and pose your objects/characters appropriately, and tell Blender that this is a keyframe for the relevant transformations (positioning/rotation/scaling) of those objects/characters. Then when you run the animation, Blender will  interpolate  the specified transformation parameters between keyframes, giving you smooth motion over those intervals.
::计算机动画以类似的方式工作,除了这里Blender是您的低薪助手.您在动画的时间线中进入关键点,适当地定位和摆放您的对象/角色,并告诉Blender这是对这些对象/角色相关转换 (定位/旋转/缩放) 的关键.然后当您运行动画时,Blender将在关键之间插入指定的转换参数,在这些间隔内为您提供平滑的运动.

The Timeline
::时间表

At the bottom of the default Blender screen layout is a window called the timeline  . This gives you an overview of your animation.
::在默认的Blender屏幕布局底部有一个叫做时间线的窗口. 这给你一个动画的概述.

You can zoom the view in and out with the mouse wheel, or scroll left and right with  MMB .
::您可以使用鼠标轮放大和缩小视图,

The numbers across the bottom are frame numbers, with your animation starting at frame 1. The light grey background indicates the total duration of the animation. The vertical green line is positioned at the current frame time, and the current frame number is also displayed in the box between the start/end values and the transport controls, and at the lower left of the viewport in the 3D view window. Yellow lines indicate where keyframes have been inserted.
::底部的数字是数,动画从1开始.浅灰色背景表示动画的总持续时间.垂直的绿色线位于当前时间,当前数也显示在开始/结束值和传输控制之间的框中,并在3D视图窗口的视图窗口的左下方.黄色线表示键已插入.

You can set the current frame time by clicking with  LMB  at the desired position. You can hop forward and backward a frame at a time with the left- and right-arrow keys, skip to the next or previous keyframe with the up- or down-arrow keys, and jump immediately to the first or last frame by holding down  SHIFT  and pressing left- or right-arrow.
::您可以通过点击 LMB 在所需位置设置当前时间.您可以同时使用左和右箭头键跳向前后,使用上或下箭头键跳到下一个或前一个键,并通过按住 SHIFT 并按住左或右箭头键立即跳到第一个或最后一个.

You can also “scrub” by dragging with  LMB  across the timeline, which causes the animation to run backwards or forwards at whatever speed you choose, locked to the times across which you drag.
::动画可以以你选择的速度向前或向后运行, 锁定你拖动的时间.


Last modified: Sunday, 16 March 2025, 8:50 PM