Blender 3D:零基础到专业级-单元3:拓展视野
Blender offers several different kinds of editing windows specifically to do with animation.
::提供了几种不同的编辑窗口,
Timeline
::时间表
You have previously come across the Timeline
view as the simplest way to see the keyframes in an animation. This window also includes transport controls that you can use to start and stop the animation, jump to a particular frame with LMB , and scrub by dragging across a time range with LMB .
::您以前曾经经历过时间轴视图, 作为最简单的方法来查看动画中的关键. 此窗口还包括传输控件, 可以用于启动和停止动画, 跳转到特定, 并通过拖动时间范围进行擦拭.
This window also lets you define
markers
which you can name to identify important points in the animation, for informational purposes. Also, using the “Bind Camera to Marker” function, you can dynamically switch the active camera at marked points in the animation, to cut between different viewpoints.
::此窗口还允许您定义标记,您可以命名以识别动画中的重要点,用于信息目的. 此外,使用"将摄像机绑定到标记器"功能,您可以在动画中的标记点动态切换活动摄像机,以切割不同的视角.
Graph Editor
::图表编辑器
You previously saw how to define keyframes for animating a property, such as an object position or material setting. But what if you get a keyframe definition slightly wrong? Perhaps the timing is slightly off, or the movement is not quite right. You could delete the keyframe and try again. But, in many cases, it would be easier if you could get into the actual definition of the keyframe and tweak it around a bit, move its time position, adjust the animated property values, that kind of thing.
::之前我们已经看过如何定义动画属性的关键,比如对象位置或材料设置.但是如果您对关键的定义有点错了呢?也许时间有点错了,或者动作不太正确.您可以删除关键并重新尝试.但在许多情况下,如果您能够进入关键的实际定义并稍微调整它,移动它的时间位置,调整动画属性值等等,那么更容易.
This is the purpose of the Graph Editor
. It gives you the most detailed, low-level view possible of your animation, by drawing an
FCurve
for each animated property of the selected object, representing how the property value varies over time. Each curve has control points located at each of its keyframes, and you can move these points around—horizontally to change the timing, or vertically to change the keyframe value—as well as add and remove points.
::这就是图形编辑器的目的.它为您提供了最详细的低级视图,通过为所选对象的每个动画属性绘制一个FCurve,表示属性值随时间变化.每个曲线都有控制点位于每个关键,您可以将这些点移动到水平来改变时间,或垂直来改变关键值,以及添加和删除点.
Dope Sheet
::药物表
The Dope Sheet
gives a high-level view of your animation, similar to the Timeline, but slightly more detailed. Here you see the separate keyframes for each animated object, and you can do some limited editing, like moving the keyframes around, and duplicating and deleting keyframes, but you can’t seem to add entirely new ones.
::动画表提供了高层次的动画视图,类似于时间表,但稍微详细. 在这里,您可以看到每个动画对象的单独关键,并且可以进行一些有限的编辑,例如移动关键,重复和删除关键,但您似乎无法添加全新的.
Actually, this window can show any of five different editor submodes: Dope Sheet, Action Editor, Shape Key Editor, Grease Pencil or Mask. The Action Editor is useful in conjunction with the NLA Editor (below).
::实际上,这个窗口可以显示五种不同的编辑器子模式:毒品表,动作编辑器,形状键编辑器,油脂笔或面具.动作编辑器与NLA编辑器 (下面) 一起使用.
-
See also:
Dopesheet
on the Blender Wiki.
::另见:Blender Wiki上的毒品表.
NLA Editor
::编辑
The NLA (“Non-Linear Animation”) Editor
represents a different way of setting up an animation: instead of thinking of it as a single linear sequence of keyframes, you break it up into
actions
, which are separate sequences that can be arranged in various ways. You can also duplicate an action any number of times, position the copies at different times in the overall animation, and even attach them to different objects. But they still share a single set of FCurve contents, which you can edit in the Graph Editor as you would a monolithic linear animation sequence, and your changes will take effect in all copies of the action.
::无线动画编辑器 (NLA) 是一种不同的动画设置方式:它不是单一的线性基图序列,而是可以分为不同的动作序列,可以以各种方式排列.您也可以任意重复一个动作,在整体动画中不同时间放置副本,甚至将它们附加到不同的对象上.但它们仍然共享单一的FCurve内容,您可以在图形编辑器中编辑,就像单一的线性动画序列一样,您的更改将在所有副本中的动作中生效.
To edit the contents of an action in the Graph Editor, you select the action and TAB into “tweak mode” (analogous to Edit mode in the 3D view). TAB again takes you out of Tweak mode.
::在图形编辑器中编辑一个动作的内容,您选择动作和TAB进入"调整模式" (类似于3D视图中的"编辑模式").TAB再次将您从调整模式中移出.
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Actions do not appear in the Timeline or Dope Sheet.
This means that, once you start to use actions, you no longer get a correct overview of your animation in these two windows. The Timeline is still useful for its transport controls, but otherwise you should stick to the NLA Editor for your overview.
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However, the Action Editor submode of the Dope Sheet now becomes useful, for creating new actions. These start out initially empty of any keyframes or FCurves, but you can add these in Tweak mode.
::然而,Dope Sheet的动作编辑器子模式现在变得有用,用于创建新的动作.这些动作最初没有任何关键或FCurves,但你可以在Tweak模式中添加这些.
-
See Also:
NLA Editor
on the Blender Wiki.
::另见: NLA编辑在Blender维基.
To Summarize...
::总结一下:
The above description may seem rather confusing in places. Basically, there are two ways to organize your animation:
::上述描述可能有些地方有些困惑. 基本上,有两种方式来组织你的动画:
-
Linear, as a single sequence of FCurves and keyframes
::线性,作为单一的 FCurves 和 keyframes 的序列 -
Non-linear, as a sequence of actions, each consisting of a sequence of FCurves and keyframes. The nonlinear data can be further divided into multiple overlapping
tracks
, which combine together at any moment in time to produce the complete animation.
::非线性,作为一个动作序列,每个动作序列由 FCurves 和 keyframes 组成. 非线性数据可以进一步划分为多个重叠的轨道,这些轨道在任何时间点结合在一起,生成完整的动画.
Objects that can have animation data attached to them can have both kinds, linear and nonlinear. You can even attach both kinds at once, though then the linear animation data takes precedence. It is easy to change your mind and switch back and forth; typically, the development of a simple animation might start out linear, then change to nonlinear as it gets more complicated.
::能够附加动画数据的对象可以同时附加线性和非线性数据.你甚至可以同时附加两种类型,尽管那时线性动画数据优先.很容易改变你的想法并来回切换;通常,简单的动画的开发可能从线性开始,然后随着复杂化而改变为非线性.