Welcome to the wonderful yet complex world of computer animation! Through these pages I will try to show you everything old and new about the new animation system in Blender 2.4. But, before we get started, there are some basic notions about datablocks you should know. Animation in Blender is based on the fact that you have something moving in a Blender scene. For example, a ball bouncing on a floor plane:
::欢迎来到计算机动画的奇妙而复杂的世界!通过这些页面,我将尝试向您展示Blender 2.4中新动画系统的旧新内容.但在我们开始之前,您应该知道一些关于数据块的基本概念.Blender中的动画是基于您在Blender场景中移动的某种事实.例如,一颗球在地板上跳跃:

-So you have a scene datablock, which holds some info about the scene itself, as you can see in the Render button window (F10KEY). -You populate this scene with various objects (which in this case refers to containers for data, not the actual mesh data that shapes the object itself). The only goal of an object is to hold the whereabouts of the data you want to see in your scene. It also holds the object  instance's  properties such as "does it have soft body or particle options, and do we draw its name?". Most of the info on an object can be seen in the Object Window (F7KEY).
::-所以你有一个场景数据块,它包含了关于场景本身的一些信息,正如你在染按窗口 (F10KEY) 中看到的. -你用各种对象填充了这个场景 (在这种情况下,指的是数据容器,而不是塑造对象本身的实际网格数据).对象的唯一目标是保存你想要在场景中看到的数据的位置.它还保留了对象实例的属性,例如"它是否具有软体或粒子选项,我们是否画出它的名称?".对象的大部分信息可以在对象窗口 (F7KEY) 中看到.

An object links to all of the data you can see in a 3D view such as  mesh curves nurbs lattices armatures metadata , the  empty  property, text, camera and lamps.
::客体与你在3D视图中看到的所有数据连接, 例如网格,曲线,,格子,具,元数据,空属性,文本,摄像头和灯.

So the ball you just added to the scene is in fact a mesh, linked to an object that is in turn linked to the current scene.
::实际上,你刚刚加入的球是个网格, 与一个与当前场景相连的物体连接在一起.

Now there are also data blocks you can't see in 3D view, such as  material texture Ipo action  and  image . Instead, you have a special window in which to edit them. This is the idea behind the Blender interface, wherein each data block has a window for you to edit the data.
::现在还有一些数据块你不能看到3D视图,如材料,纹理,Ipo,动作和图像. 相反,你有一个特殊的窗口来编辑它们. 这是Blender界面背后的想法,每个数据块有一个窗口让你编辑数据.

So back to this bouncing ball: It's also moving across the plane! So an ""Ipo"" data block is linked to the object, telling it where in space the object will be at each frame of the animation. This Ipo is editable in the Ipo window when selecting the ball in 3D view. In Blender, the work you are performing is always on the currently active (selected) object and data.
::现在,我们可以看到一个"Ipo"数据块与对象链接在一起,告诉它在动画的每个中对象的位置.在Blender中,当你选择球时,这个 Ipo 在 Ipo 窗口中可编辑.在Blender中,你正在执行的工作始终是在当前活跃的 (已选定的) 对象和数据上.

Note: In Blender 2.5x and later the OOPS view has been removed.
::注意:在Blender 2.5x和更高版本中,已删除了OOPS视图.

Looking at the OOPS (object oriented programming system) view (or SHIFT-F9KEY), we can get a good idea of the internal data structure: 
::通过OOPS (面向对象编程系统) 视图 (或SHIFT-F9KEY),我们可以很好地了解内部数据结构:

Again, you are working in the scene "Scene", with an object "Sphere" linked to the mesh data block "Sphere" and the Ipo datablock "ObIpo". Why is that important? Because from there, you can start playing with the datablocks, linking them all around your projects to reuse old work. For example you can create more than one Ipo, and use the one you want, or tell more than one object to use the same Ipo, or to use the same object in more than one Scene.
::你在"Scene"的场景中工作,一个"Sphere"的对象与"Sphere"的网格数据块和"ObIpo"的 Ipo数据块连接在一起.为什么这很重要?因为从那里,你可以开始玩数据块,将它们连接到你的项目中,重用旧的工作.例如,你可以创建多个 Ipo,并使用你想要的,或者告诉多个对象使用相同的 Ipo,或者在多个场景中使用相同的对象.

Most of the linking job can be done in the Edit button window (F9KEY). Where you can tell an object to use another mesh's data block for Ipo, material, texture or image. There is always a little dropdown menu button for you to select an already-existing data block.
::大部分的链接工作可以在编辑按窗口 (F9KEY) 中完成.在那里,您可以告诉一个对象使用另一个网格的数据块来处理 Ipo,材料,纹理或图像.总有一个小的下拉菜单按,让您选择已经存在的数据块.

Now, when it comes to animation, you have to understand the way Blender handles data very well, because using Blender is always a matter of plugging data blocks together when working with Ipos, actions and NLA objects.
::现在,当它涉及到动画时, 你必须了解Blender处理数据的方式非常好, 因为使用Blender总是把数据块连接在一起,


最后修改: 2025年03月18日 星期二 09:50