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+
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+ <div class="section" id="actions">
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+ <span id="bpy-ops-action"></span><span id="bpy-types-action"></span><h1>Actions<a class="headerlink" href="#actions" title="Permalink to this headline">¶</a></h1>
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+ <p>When animating objects and properties in Blender, Actions record and contain the data.
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+ As everything else in Blender, Actions are data-blocks.</p>
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+ <div class="figure" id="id1">
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+ <img alt="../_images/animation_actions_data3.png" src="../_images/animation_actions_data3.png" />
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+ <p class="caption"><span class="caption-text">Actions.</span></p>
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+ </div>
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+ <p>So when you animate an object by changing its location with keyframes,
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+ the animation is saved to the Action.</p>
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+ <p>Each property has a channel which it is recorded to, for example,
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+ Cube.location.x is recorded to Channel X Location.
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+ The <em>X location</em> and <em>Y location</em> properties can be shared across multiple objects,
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+ if all objects have <em>X location</em> and <em>Y location</em> properties beneath them.</p>
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+ <div class="figure" id="id2">
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+ <img alt="../_images/animation_actions_keyframes.png" src="../_images/animation_actions_keyframes.png" />
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+ <p class="caption"><span class="caption-text">Graph Editor. Each channel has an F-curve represented by the lines between the keyframes.</span></p>
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+ </div>
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+ <dl class="docutils">
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+ <dt>Actions</dt>
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+ <dd>Record and contain animation data.</dd>
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+ <dt>Groups</dt>
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+ <dd>Are groups of channels.</dd>
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+ <dt>Channels</dt>
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+ <dd>Record properties.</dd>
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+ <dt>F-Curves</dt>
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+ <dd><a class="reference internal" href="../editors/graph_editor/fcurves/introduction.html"><span class="doc">F-Curves</span></a> are used to
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+ interpolate the difference between the keyframes.</dd>
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+ <dt>Keyframes</dt>
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+ <dd><a class="reference internal" href="keyframes/introduction.html"><span class="doc">Keyframes</span></a> are used to
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+ set the values of properties bound to a point in time.</dd>
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+ </dl>
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+ <div class="section" id="working-with-actions">
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+ <h2>Working with Actions<a class="headerlink" href="#working-with-actions" title="Permalink to this headline">¶</a></h2>
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+ <div class="figure align-right" id="id3">
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+ <img alt="../_images/animation_actions_create.png" src="../_images/animation_actions_create.png" />
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+ <p class="caption"><span class="caption-text">The Action data-block menu.</span></p>
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+ </div>
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+ <p>When you first animate an object by adding keyframes,
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+ Blender creates an <em>Action</em> to record the data.</p>
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+ <p><em>Actions</em> can be managed with the <em>Action data-block menu</em>
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+ in the Dope Sheet <a class="reference internal" href="../editors/dope_sheet/action.html"><span class="doc">Action Editor</span></a> header,
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+ or the Sidebar region of the <a class="reference internal" href="../editors/nla/properties_modifiers.html"><span class="doc">NLA Editor</span></a>.</p>
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+ <p>If you are making multiple actions for the same object,
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+ press the shield button for each action.
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+ This will give the actions a <em>Fake User</em> and will make Blender save the unlinked actions.</p>
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+ <p>Objects can only use one <em>Action</em> at a time for editing.
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+ The <a class="reference internal" href="../editors/nla/index.html"><span class="doc">NLA Editor</span></a> is used to blend multiple actions together.</p>
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+ </div>
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+ <div class="section" id="bake-action">
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+ <span id="bpy-ops-nla-bake"></span><h2>Bake Action<a class="headerlink" href="#bake-action" title="Permalink to this headline">¶</a></h2>
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+ <div class="refbox admonition">
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+ <p class="first admonition-title">Reference</p>
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+ <table class="last docutils field-list" frame="void" rules="none">
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+ <col class="field-name" />
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+ <col class="field-body" />
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+ <tbody valign="top">
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+ <tr class="field-odd field"><th class="field-name">Editor:</th><td class="field-body">3D View</td>
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+ </tr>
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+ <tr class="field-even field"><th class="field-name">Mode:</th><td class="field-body">Object and Pose Modes</td>
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+ </tr>
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+ <tr class="field-odd field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Object/Pose ‣ Animation ‣ Bake Action…</span></td>
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+ </tr>
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+ </tbody>
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+ </table>
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+ </div>
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+ <p>The <em>Bake Action</em> tool will apply interpolated frames into individual keyframes.
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+ This can be useful for adding deviation to a cyclic action like a <a class="reference internal" href="../glossary/index.html#term-walk-cycle"><span class="xref std std-term">walk cycle</span></a>.
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+ This can also useful for keyframe animations created from drivers or constraints.</p>
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+
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+ <div class="section" id="introduction">
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+ <h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
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+ <div class="section" id="animation">
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+ <h2>Animation<a class="headerlink" href="#animation" title="Permalink to this headline">¶</a></h2>
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+ <p>Animation is making an object move or change shape over time.
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+ Objects can be animated in many ways:</p>
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+ <dl class="docutils">
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+ <dt>Moving as a whole object</dt>
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+ <dd>Changing their position, orientation or size in time;</dd>
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+ <dt>Deforming them</dt>
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+ <dd>Animating their vertices or control points;</dd>
233
+ <dt>Inherited animation</dt>
234
+ <dd>Causing the object to move based on the movement of another object (e.g. its parent, hook, armature, etc.).</dd>
235
+ </dl>
236
+ <p>In this chapter, we will cover the first two,
237
+ but the basics given here are actually vital for understanding the following chapters as well.</p>
238
+ <p>Animation is typically achieved with the use of <a class="reference internal" href="keyframes/introduction.html"><span class="doc">keyframes</span></a>.</p>
239
+ <div class="admonition seealso">
240
+ <p class="first admonition-title">See also</p>
241
+ <p>Related Sections</p>
242
+ <ul class="last simple">
243
+ <li><a class="reference internal" href="../physics/introduction.html"><span class="doc">Physical Simulation</span></a>.</li>
244
+ <li><a class="reference internal" href="../movie_clip/index.html"><span class="doc">Motion Tracking</span></a>.</li>
245
+ </ul>
246
+ </div>
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+ <div class="section" id="state-colors">
248
+ <span id="animation-state-colors"></span><h3>State Colors<a class="headerlink" href="#state-colors" title="Permalink to this headline">¶</a></h3>
249
+ <div class="figure" id="id1">
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+ <img alt="../_images/animation_introduction_state-colors.png" src="../_images/animation_introduction_state-colors.png" />
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+ <p class="caption"><span class="caption-text">State colors of properties.</span></p>
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+ </div>
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+ <p>Properties have different colors and menu items for different states.</p>
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+ <table border="1" class="docutils">
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+ <colgroup>
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+ <col width="50%" />
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+ <col width="50%" />
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+ </colgroup>
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+ <tbody valign="top">
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+ <tr class="row-odd"><td>Gray</td>
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+ <td>Not animated</td>
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+ </tr>
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+ <tr class="row-even"><td>Yellow</td>
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+ <td>Keyframed on the current frame</td>
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+ </tr>
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+ <tr class="row-odd"><td>Green</td>
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+ <td>Keyframed on a different frame</td>
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+ </tr>
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+ <tr class="row-even"><td>Orange</td>
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+ <td>Changed from the keyframed value</td>
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+ </tr>
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+ <tr class="row-odd"><td>Purple</td>
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+ <td>Controlled by a driver</td>
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+ </tr>
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+ </tbody>
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+ </table>
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+ <p>The changed value highlight currently doesn’t work with <a class="reference internal" href="../editors/nla/introduction.html"><span class="doc">NLA</span></a>.</p>
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+ </div>
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+ </div>
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+ <div class="section" id="rigging">
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+ <h2>Rigging<a class="headerlink" href="#rigging" title="Permalink to this headline">¶</a></h2>
282
+ <p>Rigging is a general term used for adding controls to objects,
283
+ typically for the purpose of animation.</p>
284
+ <p>Rigging often involves using one or more of the following features:</p>
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+ <dl class="docutils">
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+ <dt><a class="reference internal" href="armatures/index.html#armatures-index"><span class="std std-ref">Armatures</span></a></dt>
287
+ <dd>This allows mesh objects to have flexible joints and is often used for skeletal animation.</dd>
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+ <dt><a class="reference internal" href="constraints/index.html#constraints-index"><span class="std std-ref">Constraints</span></a></dt>
289
+ <dd>To control the kinds of motions that make sense and add functionality to the rig.</dd>
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+ <dt><a class="reference internal" href="../modeling/modifiers/index.html#modifiers-index"><span class="std std-ref">Object Modifiers</span></a></dt>
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+ <dd>Mesh deformation can be quite involved, there are multiple modifiers that help control this.</dd>
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+ <dt><a class="reference internal" href="shape_keys/index.html#animation-shape-keys-index"><span class="std std-ref">Shape Keys</span></a></dt>
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+ <dd>To support different target shapes <em>(such as facial expressions)</em> to be controlled.</dd>
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+ <dt><a class="reference internal" href="drivers/index.html#animation-drivers-index"><span class="std std-ref">Drivers</span></a></dt>
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+ <dd>So your rig can control many different values at once,
296
+ as well as making some properties automatically update based on changes elsewhere.</dd>
297
+ </dl>
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+ <p>Rigging can be as advanced as your project requires,
299
+ rigs are effectively defining own user interface for the animator to use,
300
+ without having to be concerned the underlying mechanisms.</p>
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+ <div class="section" id="examples">
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+ <h3>Examples<a class="headerlink" href="#examples" title="Permalink to this headline">¶</a></h3>
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+ <ul class="simple">
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+ <li>An armature is often used with a modifier to deform a mesh for character animation.</li>
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+ <li>A camera rig can be used instead of animating the camera object directly to simulate real-world camera rigs
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+ (with a boom arm, mounted on a rotating pedestal for example, effects such as camera jitter can be added too).</li>
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+ </ul>
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+ <div class="admonition seealso">
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+ <p class="first admonition-title">See also</p>
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+ <p class="last">The content of this chapter is simply a reference to how rigging is accomplished in Blender.
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+ It should be paired with additional resources such as Nathan Vegdahl’s excellent introduction to
312
+ the fundamental concepts of character rigging,
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+ <a class="reference external" href="https://www.youtube.com/playlist?list=PLE211C8C41F1AFBAB">Humane Rigging</a>.</p>
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+ <div class="section" id="lattice">
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+ <span id="bpy-types-latticepoint"></span><span id="bpy-ops-lattice"></span><span id="bpy-types-lattice"></span><h1>Lattice<a class="headerlink" href="#lattice" title="Permalink to this headline">¶</a></h1>
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+ <p>Lattice – or commonly called deformation cage outside of Blender.
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+ A lattice consists of a three-dimensional non-renderable grid of vertices.
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+ Its main use is to apply a deformation to the object it controls with a <a class="reference internal" href="../modeling/modifiers/deform/lattice.html"><span class="doc">Lattice Modifier</span></a>.
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+ If the object is parented with <em>Lattice Deform</em> a Lattice Modifier is automatically applied.</p>
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+ <div class="section" id="editing">
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+ <h2>Editing<a class="headerlink" href="#editing" title="Permalink to this headline">¶</a></h2>
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+ <dl class="docutils">
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+ <dt>Flip (Distortion Free)</dt>
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+ <dd><p class="first">Mirrors the vertices displacement from their base position.</p>
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+ <p class="last">U, V, W</p>
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+ </dd>
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+ <dt>Make Regular</dt>
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+ <dd>Resets the whole lattice to a regular grid, where the cells are scaled to one cubic unit.</dd>
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+ </dl>
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+ </div>
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+ <div class="section" id="properties">
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+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
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+ <dl class="docutils">
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+ <dt>Lattice</dt>
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+ <dd>A <a class="reference internal" href="../interface/controls/templates/data_block.html#ui-data-block"><span class="std std-ref">Data-Block Menu</span></a>.</dd>
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+ </dl>
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+ <div class="section" id="id1">
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+ <h3>Lattice<a class="headerlink" href="#id1" title="Permalink to this headline">¶</a></h3>
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+ <dl class="docutils">
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+ <dt>Points</dt>
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+ <dd><p class="first">Rate of subdivision in the axes:</p>
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+ <p class="last">U, V, W</p>
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+ </dd>
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+ <dt>Interpolation Type</dt>
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+ <dd><p class="first">Selector for each axis. See <a class="reference internal" href="shape_keys/shape_keys_panel.html#fig-interpolation-type"><span class="std std-ref">Different types of interpolation.</span></a>.</p>
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+ <p class="last">Linear, Cardinal, Catmull-Rom, B-Spline</p>
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+ </dd>
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+ <dt>Outside</dt>
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+ <dd>Takes only the vertices on the surface of the lattice into account.</dd>
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+ <dt>Vertex Group</dt>
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+ <dd>The strength of the influence assigned as a weight to the individual vertices in the selected vertex group.</dd>
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+ </dl>
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+ </div>
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+ </div>
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+ <div class="section" id="usage">
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+ <h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
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+ <div class="figure" id="id2">
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+ <img alt="../_images/animation_lattice_view.png" src="../_images/animation_lattice_view.png" />
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+ <p class="caption"><span class="caption-text">Lattice around the cube object in Object Mode.</span></p>
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+ </div>
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+ <p>The lattice should be scaled and moved to fit around your object in Object Mode.
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+ Any scaling applied to the object in Edit Mode will result in the object deforming.
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+ This includes applying its scale with <kbd class="kbd docutils literal notranslate">Ctrl-A</kbd> as this will achieve the same result as
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+ scaling the lattice in Edit Mode, and therefore the object.</p>
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+ <li class="toctree-l2 current"><a class="current reference internal" href="#">Markers</a><ul>
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+ <li class="toctree-l3"><a class="reference internal" href="#types">Types</a></li>
130
+ <li class="toctree-l3"><a class="reference internal" href="#visualization">Visualization</a><ul>
131
+ <li class="toctree-l4"><a class="reference internal" href="#standard">Standard</a></li>
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+ <li class="toctree-l4"><a class="reference internal" href="#d-viewport">3D Viewport</a></li>
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+ <li class="toctree-l4"><a class="reference internal" href="#pose-markers">Pose Markers</a></li>
134
+ </ul>
135
+ </li>
136
+ <li class="toctree-l3"><a class="reference internal" href="#add-marker">Add Marker</a><ul>
137
+ <li class="toctree-l4"><a class="reference internal" href="#marker-pose-add">Pose Markers</a></li>
138
+ </ul>
139
+ </li>
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+ <li class="toctree-l3"><a class="reference internal" href="#selecting">Selecting</a></li>
141
+ <li class="toctree-l3"><a class="reference internal" href="#editing">Editing</a><ul>
142
+ <li class="toctree-l4"><a class="reference internal" href="#duplicate-marker">Duplicate Marker</a></li>
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+ <li class="toctree-l4"><a class="reference internal" href="#duplicate-marker-to-scene">Duplicate Marker to Scene</a></li>
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+ <li class="toctree-l4"><a class="reference internal" href="#deleting-markers">Deleting Markers</a></li>
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+ <li class="toctree-l4"><a class="reference internal" href="#rename-marker">Rename Marker</a></li>
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+ <li class="toctree-l4"><a class="reference internal" href="#move-marker">Move Marker</a></li>
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+ <li class="toctree-l4"><a class="reference internal" href="#show-pose-markers">Show Pose Markers</a></li>
148
+ <li class="toctree-l4"><a class="reference internal" href="#make-markers-local">Make Markers Local</a></li>
149
+ <li class="toctree-l4"><a class="reference internal" href="#jump-to-next-previous-marker">Jump to Next/Previous Marker</a></li>
150
+ </ul>
151
+ </li>
152
+ <li class="toctree-l3"><a class="reference internal" href="#bind-camera-to-marker">Bind Camera to Marker</a></li>
153
+ </ul>
154
+ </li>
155
+ <li class="toctree-l2"><a class="reference internal" href="shape_keys/index.html">Shape Keys</a></li>
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+ <li class="toctree-l2"><a class="reference internal" href="motion_paths.html">Motion Paths</a></li>
157
+ </ul>
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+ </li>
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+ <div role="main" class="document" itemscope="itemscope" itemtype="http://schema.org/Article">
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+ <div itemprop="articleBody">
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+
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+ <div class="section" id="markers">
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+ <span id="bpy-ops-marker"></span><span id="bpy-types-timelinemarker"></span><h1>Markers<a class="headerlink" href="#markers" title="Permalink to this headline">¶</a></h1>
240
+ <p>Markers are used to denote frames with key points or significant events within an animation.
241
+ E.g. it could be that a character’s animation starts, the camera changes position, or a door opens.
242
+ Markers can be given names to make them more meaningful at a quick glance.
243
+ They are available in many of Blender’s editors.</p>
244
+ <div class="admonition note">
245
+ <p class="first admonition-title">Note</p>
246
+ <p class="last">Unlike keyframes, markers are always placed at a whole frame number, you cannot set a marker at frame 2.5.</p>
247
+ </div>
248
+ <p>Markers can be created and edited in the following editors:</p>
249
+ <ul class="simple">
250
+ <li><a class="reference internal" href="../editors/graph_editor/introduction.html"><span class="doc">Graph Editor</span></a></li>
251
+ <li><a class="reference internal" href="../editors/dope_sheet/introduction.html"><span class="doc">Dope Sheet</span></a></li>
252
+ <li><a class="reference internal" href="../editors/nla/index.html"><span class="doc">NLA Editor</span></a></li>
253
+ <li><a class="reference internal" href="../video_editing/index.html"><span class="doc">Video Sequence Editor</span></a></li>
254
+ <li><a class="reference internal" href="../editors/timeline.html"><span class="doc">Timeline</span></a></li>
255
+ </ul>
256
+ <div class="admonition note">
257
+ <p class="first admonition-title">Note</p>
258
+ <p class="last">A marker created in one of these editors will also appear in all others that support them.</p>
259
+ </div>
260
+ <div class="section" id="types">
261
+ <h2>Types<a class="headerlink" href="#types" title="Permalink to this headline">¶</a></h2>
262
+ <p>Besides standard markers, <em>pose markers</em> are another type of markers,
263
+ which are specific to armatures and shape keys.
264
+ They are used to denote poses in the Action Editor mode and Shape Keys Editor of Dope Sheet.</p>
265
+ </div>
266
+ <div class="section" id="visualization">
267
+ <h2>Visualization<a class="headerlink" href="#visualization" title="Permalink to this headline">¶</a></h2>
268
+ <div class="section" id="standard">
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+ <h3>Standard<a class="headerlink" href="#standard" title="Permalink to this headline">¶</a></h3>
270
+ <div class="figure align-right">
271
+ <img alt="../_images/animation_markers_standard.png" src="../_images/animation_markers_standard.png" />
272
+ </div>
273
+ <p>Most of the editors visualize markers as small white triangles in a separate
274
+ row at their bottom, empty if unselected or filled if selected.</p>
275
+ <p>If they have a name, this is shown to their right in white.</p>
276
+ <p>Vertical dashed lines can be enabled via the <span class="menuselection">View ‣ Show Marker Lines</span> menu option.</p>
277
+ </div>
278
+ <div class="section" id="d-viewport">
279
+ <h3>3D Viewport<a class="headerlink" href="#d-viewport" title="Permalink to this headline">¶</a></h3>
280
+ <div class="figure align-right">
281
+ <img alt="../_images/animation_markers_3d-view.png" src="../_images/animation_markers_3d-view.png" />
282
+ </div>
283
+ <p>The 3D Viewport does not allow you to create, edit or remove markers,
284
+ but it shows their name in the Object Info in the upper left corner,
285
+ when on their frame.</p>
286
+ </div>
287
+ <div class="section" id="pose-markers">
288
+ <h3>Pose Markers<a class="headerlink" href="#pose-markers" title="Permalink to this headline">¶</a></h3>
289
+ <div class="figure align-right">
290
+ <img alt="../_images/animation_markers_pose.png" src="../_images/animation_markers_pose.png" />
291
+ </div>
292
+ <p>Pose markers show a diamond-shaped icon in the Dope Sheet.
293
+ In the NLA editor the pose markers are shown as a red dashed line.</p>
294
+ <div class="lead docutils container">
295
+ </div>
296
+ </div>
297
+ </div>
298
+ <div class="section" id="add-marker">
299
+ <h2>Add Marker<a class="headerlink" href="#add-marker" title="Permalink to this headline">¶</a></h2>
300
+ <div class="refbox admonition">
301
+ <p class="first admonition-title">Reference</p>
302
+ <table class="last docutils field-list" frame="void" rules="none">
303
+ <col class="field-name" />
304
+ <col class="field-body" />
305
+ <tbody valign="top">
306
+ <tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
307
+ </tr>
308
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Add Marker</span></td>
309
+ </tr>
310
+ <tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">M</kbd></td>
311
+ </tr>
312
+ </tbody>
313
+ </table>
314
+ </div>
315
+ <p>The simplest way to add a marker is to move to the frame where you would like it to appear,
316
+ and press <kbd class="kbd docutils literal notranslate">M</kbd>.</p>
317
+ <div class="admonition hint">
318
+ <p class="first admonition-title">Hint</p>
319
+ <p class="last">Markers can also be added during playback.</p>
320
+ </div>
321
+ <div class="section" id="marker-pose-add">
322
+ <span id="id1"></span><h3>Pose Markers<a class="headerlink" href="#marker-pose-add" title="Permalink to this headline">¶</a></h3>
323
+ <p>If <em>Show Pose Markers</em> is checked, a pose marker and
324
+ a new pose in the <a class="reference internal" href="armatures/properties/pose_library.html"><span class="doc">Pose Library</span></a> are added.</p>
325
+ </div>
326
+ </div>
327
+ <div class="section" id="selecting">
328
+ <h2>Selecting<a class="headerlink" href="#selecting" title="Permalink to this headline">¶</a></h2>
329
+ <div class="refbox admonition">
330
+ <p class="first admonition-title">Reference</p>
331
+ <table class="last docutils field-list" frame="void" rules="none">
332
+ <col class="field-name" />
333
+ <col class="field-body" />
334
+ <tbody valign="top">
335
+ <tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
336
+ </tr>
337
+ <tr class="field-even field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">LMB</kbd></td>
338
+ </tr>
339
+ </tbody>
340
+ </table>
341
+ </div>
342
+ <p>Click <kbd class="kbd docutils literal notranslate">LMB</kbd> on the marker’s triangle to select it.
343
+ Use <kbd class="kbd docutils literal notranslate">Shift-LMB</kbd> to select multiple markers.</p>
344
+ <p>In the Graph Editor, Dope Sheet, NLA Editor, Timeline, and Video Sequence Editor,
345
+ you can also select all markers with <kbd class="kbd docutils literal notranslate">A</kbd> while hovering the mouse over the marker row,
346
+ and apply selection tools on them like Box Select, etc.
347
+ (as usual, <kbd class="kbd docutils literal notranslate">LMB</kbd> to select, <kbd class="kbd docutils literal notranslate">RMB</kbd> to deselect).
348
+ The corresponding options are found in the Select menu of these editors.</p>
349
+ </div>
350
+ <div class="section" id="editing">
351
+ <span id="animation-markers-editing"></span><h2>Editing<a class="headerlink" href="#editing" title="Permalink to this headline">¶</a></h2>
352
+ <div class="section" id="duplicate-marker">
353
+ <h3>Duplicate Marker<a class="headerlink" href="#duplicate-marker" title="Permalink to this headline">¶</a></h3>
354
+ <div class="refbox admonition">
355
+ <p class="first admonition-title">Reference</p>
356
+ <table class="last docutils field-list" frame="void" rules="none">
357
+ <col class="field-name" />
358
+ <col class="field-body" />
359
+ <tbody valign="top">
360
+ <tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
361
+ </tr>
362
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Duplicate Marker</span></td>
363
+ </tr>
364
+ <tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">Shift-D</kbd></td>
365
+ </tr>
366
+ </tbody>
367
+ </table>
368
+ </div>
369
+ <p>You can duplicate the selected markers by pressing <kbd class="kbd docutils literal notranslate">Shift-D</kbd>. Once duplicated,
370
+ the new ones are automatically placed in select mode, so you can move them to the desired location.</p>
371
+ <div class="admonition note">
372
+ <p class="first admonition-title">Note</p>
373
+ <p class="last">Note that unlike most other duplications in Blender,
374
+ the names of the duplicated markers are not altered at all
375
+ (no <code class="docutils literal notranslate"><span class="pre">.001</span></code> numeric counter append).</p>
376
+ </div>
377
+ </div>
378
+ <div class="section" id="duplicate-marker-to-scene">
379
+ <h3>Duplicate Marker to Scene<a class="headerlink" href="#duplicate-marker-to-scene" title="Permalink to this headline">¶</a></h3>
380
+ <div class="refbox admonition">
381
+ <p class="first admonition-title">Reference</p>
382
+ <table class="last docutils field-list" frame="void" rules="none">
383
+ <col class="field-name" />
384
+ <col class="field-body" />
385
+ <tbody valign="top">
386
+ <tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
387
+ </tr>
388
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Duplicate Marker to Scene…</span></td>
389
+ </tr>
390
+ </tbody>
391
+ </table>
392
+ </div>
393
+ <p>Duplicates the selected markers into another scene.</p>
394
+ </div>
395
+ <div class="section" id="deleting-markers">
396
+ <h3>Deleting Markers<a class="headerlink" href="#deleting-markers" title="Permalink to this headline">¶</a></h3>
397
+ <div class="refbox admonition">
398
+ <p class="first admonition-title">Reference</p>
399
+ <table class="last docutils field-list" frame="void" rules="none">
400
+ <col class="field-name" />
401
+ <col class="field-body" />
402
+ <tbody valign="top">
403
+ <tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
404
+ </tr>
405
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Delete Marker</span></td>
406
+ </tr>
407
+ <tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">X</kbd></td>
408
+ </tr>
409
+ </tbody>
410
+ </table>
411
+ </div>
412
+ <p>To delete the selected markers simply press <kbd class="kbd docutils literal notranslate">X</kbd>,
413
+ and confirm the pop-up message with <kbd class="kbd docutils literal notranslate">LMB</kbd>.</p>
414
+ </div>
415
+ <div class="section" id="rename-marker">
416
+ <h3>Rename Marker<a class="headerlink" href="#rename-marker" title="Permalink to this headline">¶</a></h3>
417
+ <div class="refbox admonition">
418
+ <p class="first admonition-title">Reference</p>
419
+ <table class="last docutils field-list" frame="void" rules="none">
420
+ <col class="field-name" />
421
+ <col class="field-body" />
422
+ <tbody valign="top">
423
+ <tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
424
+ </tr>
425
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Rename Marker</span></td>
426
+ </tr>
427
+ <tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">Ctrl-M</kbd></td>
428
+ </tr>
429
+ </tbody>
430
+ </table>
431
+ </div>
432
+ <p>Having dozens of markers scattered throughout your scene’s time will not help you much unless you
433
+ know what they stand for. You can name a marker by selecting it, pressing <kbd class="kbd docutils literal notranslate">Ctrl-M</kbd>,
434
+ typing the name, and pressing the OK button.</p>
435
+ </div>
436
+ <div class="section" id="move-marker">
437
+ <h3>Move Marker<a class="headerlink" href="#move-marker" title="Permalink to this headline">¶</a></h3>
438
+ <div class="refbox admonition">
439
+ <p class="first admonition-title">Reference</p>
440
+ <table class="last docutils field-list" frame="void" rules="none">
441
+ <col class="field-name" />
442
+ <col class="field-body" />
443
+ <tbody valign="top">
444
+ <tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
445
+ </tr>
446
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Move Marker</span></td>
447
+ </tr>
448
+ <tr class="field-odd field"><th class="field-name">Hotkey:</th><td class="field-body"><kbd class="kbd docutils literal notranslate">G</kbd></td>
449
+ </tr>
450
+ </tbody>
451
+ </table>
452
+ </div>
453
+ <p>Once you have one or more markers selected, press <kbd class="kbd docutils literal notranslate">G</kbd>,
454
+ while hovering with the mouse over the marker bar,
455
+ to move them, and confirm the move with <kbd class="kbd docutils literal notranslate">LMB</kbd> or <kbd class="kbd docutils literal notranslate">Return</kbd>
456
+ (as usual, cancel the move with <kbd class="kbd docutils literal notranslate">RMB</kbd>, or <kbd class="kbd docutils literal notranslate">Esc</kbd>).
457
+ Or drag them with the <kbd class="kbd docutils literal notranslate">LMB</kbd>.</p>
458
+ <p>By default, you move the markers in one-frame steps, but if you hold <kbd class="kbd docutils literal notranslate">Ctrl</kbd>,
459
+ the markers will move in steps corresponding to one second (according to the scene’s <em>FPS</em>).</p>
460
+ </div>
461
+ <div class="section" id="show-pose-markers">
462
+ <h3>Show Pose Markers<a class="headerlink" href="#show-pose-markers" title="Permalink to this headline">¶</a></h3>
463
+ <div class="refbox admonition">
464
+ <p class="first admonition-title">Reference</p>
465
+ <table class="last docutils field-list" frame="void" rules="none">
466
+ <col class="field-name" />
467
+ <col class="field-body" />
468
+ <tbody valign="top">
469
+ <tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">todo &lt;2.8</td>
470
+ </tr>
471
+ <tr class="field-even field"><th class="field-name">Editor:</th><td class="field-body">Action Editor and Shape Keys Editor</td>
472
+ </tr>
473
+ <tr class="field-odd field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Show Pose Markers</span></td>
474
+ </tr>
475
+ </tbody>
476
+ </table>
477
+ </div>
478
+ <p>Pose markers are only shown and editable in Action editor or Shape Keys editor by enabling
479
+ the <span class="menuselection">Marker ‣ Show Pose Markers</span> checkbox.</p>
480
+ </div>
481
+ <div class="section" id="make-markers-local">
482
+ <h3>Make Markers Local<a class="headerlink" href="#make-markers-local" title="Permalink to this headline">¶</a></h3>
483
+ <div class="refbox admonition">
484
+ <p class="first admonition-title">Reference</p>
485
+ <table class="last docutils field-list" frame="void" rules="none">
486
+ <col class="field-name" />
487
+ <col class="field-body" />
488
+ <tbody valign="top">
489
+ <tr class="field-odd field"><th class="field-name">Mode:</th><td class="field-body">All modes</td>
490
+ </tr>
491
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Marker ‣ Make Markers Local</span></td>
492
+ </tr>
493
+ </tbody>
494
+ </table>
495
+ </div>
496
+ <p>It is possible to convert standard markers into pose markers with <span class="menuselection">Marker ‣ Make Markers Local</span>.
497
+ Note that the original marker will be gone. If you want to keep it, make a duplicate before you convert.</p>
498
+ </div>
499
+ <div class="section" id="jump-to-next-previous-marker">
500
+ <h3>Jump to Next/Previous Marker<a class="headerlink" href="#jump-to-next-previous-marker" title="Permalink to this headline">¶</a></h3>
501
+ <div class="refbox admonition">
502
+ <p class="first admonition-title">Reference</p>
503
+ <table class="last docutils field-list" frame="void" rules="none">
504
+ <col class="field-name" />
505
+ <col class="field-body" />
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+ <p>Moves the playhead to the next/previous marker relative to the current playhead position.</p>
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+ <div class="section" id="bind-camera-to-marker">
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+ <p><em>Bind Camera to Markers</em> is a special operator only available in the <em>Timeline</em>.
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+ The operator allows markers to be used to set the active object as the active camera.</p>
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+ <p>To use this operator, select the object to become the active camera
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+ and select a marker to bind the active camera to.
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+ If no marker is selected when the operator is preformed, a marker will be added.
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+ When an object is bound to a marker, the marker will be renamed to the name of the active object.
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+
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+ <div class="section" id="motion-paths">
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+ <span id="bpy-ops-object-paths-calculate"></span><span id="bpy-types-animviz"></span><h1>Motion Paths<a class="headerlink" href="#motion-paths" title="Permalink to this headline">¶</a></h1>
221
+ <div class="refbox admonition">
222
+ <p class="first admonition-title">Reference</p>
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+ <table class="last docutils field-list" frame="void" rules="none">
224
+ <col class="field-name" />
225
+ <col class="field-body" />
226
+ <tbody valign="top">
227
+ <tr class="field-odd field"><th class="field-name">Editor:</th><td class="field-body">3D View, Properties editor</td>
228
+ </tr>
229
+ <tr class="field-even field"><th class="field-name">Mode:</th><td class="field-body">Object Mode</td>
230
+ </tr>
231
+ <tr class="field-odd field"><th class="field-name">Panel:</th><td class="field-body"><span class="menuselection">Properties editor ‣ Object ‣ Motion Paths</span></td>
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+ </tr>
233
+ </tbody>
234
+ </table>
235
+ </div>
236
+ <div class="refbox admonition">
237
+ <p class="first admonition-title">Reference</p>
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+ <table class="last docutils field-list" frame="void" rules="none">
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+ <col class="field-name" />
240
+ <col class="field-body" />
241
+ <tbody valign="top">
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+ <tr class="field-odd field"><th class="field-name">Editor:</th><td class="field-body">3D View, Properties editor</td>
243
+ </tr>
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+ <tr class="field-even field"><th class="field-name">Mode:</th><td class="field-body">Pose Mode</td>
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+ </tr>
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+ <tr class="field-odd field"><th class="field-name">Panel:</th><td class="field-body"><span class="menuselection">Properties editor ‣ Armature ‣ Motion Paths</span></td>
247
+ </tr>
248
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">Pose ‣ Motion Paths</span></td>
249
+ </tr>
250
+ </tbody>
251
+ </table>
252
+ </div>
253
+ <div class="figure" id="id1">
254
+ <a class="reference internal image-reference" href="../_images/animation_motion-paths_example-object.png"><img alt="../_images/animation_motion-paths_example-object.png" src="../_images/animation_motion-paths_example-object.png" style="width: 400px;" /></a>
255
+ <p class="caption"><span class="caption-text">An animated cube with its motion path displayed.</span></p>
256
+ </div>
257
+ <p>The Motion Paths tool allows you to visualize the motion of points as paths over a series of frames.
258
+ These points can be object origins and bone joints.</p>
259
+ <p>To create or remove motion paths, it is necessary to first select the bones. Then:</p>
260
+ <ol class="arabic simple">
261
+ <li>To show the paths (or update them, if needed), click on the <em>Calculate Path</em> button.</li>
262
+ <li>To hide the paths, click on the <em>Clear Paths</em> button.</li>
263
+ </ol>
264
+ <div class="admonition note">
265
+ <p class="first admonition-title">Note</p>
266
+ <p class="last">Remember that only selected bones and their paths are affected by these actions!</p>
267
+ </div>
268
+ <p>The paths are shown in a light shade of gray for unselected points,
269
+ and a slightly blueish gray for selected ones.
270
+ Around the current frame a glow indicate the direction of movement:
271
+ blue towards future frames and green towards the past.
272
+ Each frame is displayed by a small white dot on the paths.</p>
273
+ <p>The paths are automatically updated when you edit your poses/keyframes,
274
+ and they are also active during animation playback. Playing the animation
275
+ affects the paths only when the <em>Around Current Frame</em> option is enabled.</p>
276
+ <div class="section" id="options">
277
+ <h2>Options<a class="headerlink" href="#options" title="Permalink to this headline">¶</a></h2>
278
+ <div class="figure" id="id2">
279
+ <img alt="../_images/animation_motion-paths_panel.png" src="../_images/animation_motion-paths_panel.png" />
280
+ <p class="caption"><span class="caption-text">The Motion Paths panel in the Armature tab.</span></p>
281
+ </div>
282
+ <dl class="docutils">
283
+ <dt>Type</dt>
284
+ <dd><dl class="first last docutils">
285
+ <dt>Around Frame</dt>
286
+ <dd>Display paths of points within a fixed number of frames around the current frame.
287
+ When you enable this button, you get paths for a given number of frames before and after the current one
288
+ (again, as with ghosts).</dd>
289
+ <dt>In Range</dt>
290
+ <dd><p class="first">Display paths of points within specified range.</p>
291
+ <dl class="last docutils">
292
+ <dt>Clock Button</dt>
293
+ <dd>Updates the display frame range from the scene frame range.</dd>
294
+ </dl>
295
+ </dd>
296
+ </dl>
297
+ </dd>
298
+ <dt>Frame Range</dt>
299
+ <dd><dl class="first last docutils">
300
+ <dt>Before, After</dt>
301
+ <dd>Number of frames to show before and after the current frame
302
+ (only for <em>Around Current Frame</em> Onion-skinning method).</dd>
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+ <dt>Start, End</dt>
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+ <dd>Starting and Ending frame of range of paths to display/calculate
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+ (not for <em>Around Current Frame</em> Onion-skinning method).</dd>
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+ <dt>Step</dt>
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+ <dd>Allows displaying one point for every <em>n</em> frames on the path.
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+ Mostly useful when you enable the frame number display (see below), to avoid cluttering the 3D Views.</dd>
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+ </dl>
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+ </dd>
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+ <dt>Cache/Bone Cache</dt>
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+ <dd><dl class="first last docutils">
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+ <dt>From, To</dt>
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+ <dd>These are the start/end frames of the range in which motion paths are shown.
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+ You cannot modify this range without deleting the motion path first.</dd>
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+ </dl>
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+ </dd>
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+ <dt>Calculate/Update Paths</dt>
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+ <dd><p class="first">If no paths have been calculated, Calculate Paths will create a new motion path in cache based on
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+ the options specified in the pop-up menu or the <a class="reference internal" href="../interface/undo_redo.html#ui-undo-redo-adjust-last-operation"><span class="std std-ref">Adjust Last Operation</span></a> panel.</p>
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+ <p>If a path has already been calculated, Update Paths will update the path shape to the current animation.
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+ To change the frame range of the calculated path, you need to delete the path and calculate it again.</p>
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+ <dl class="last docutils">
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+ <dt>Start, End</dt>
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+ <dd>These are the start/end frames of the range in which motion paths are shown.
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+ You have to <em>Calculate Paths</em> again if you modify this setting, to update the paths in the 3D Views.
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+ The start frame is <em>inclusive</em>
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+ (i.e. if you set <em>Start</em> to 1, you will really see the frame 1 as starting point of the paths…).</dd>
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+ <dt>Bake Location</dt>
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+ <dd>Bones only – By default, you get the tips’ paths.
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+ By changing this setting to Tails, you will get the paths of the bone’s roots
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+ (remember that in Blender UI, bones’ roots are called “heads”…).
333
+ You have to <em>Calculate Paths</em> again if you modify this setting,
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+ to update the paths in the 3D Views.</dd>
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+ </dl>
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+ </dd>
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+ <dt>Clear Paths <code class="docutils literal notranslate"><span class="pre">X</span></code></dt>
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+ <dd>Clears paths on all objects/bones or just the selected ones when holding <kbd class="kbd docutils literal notranslate">Shift</kbd>.</dd>
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+ </dl>
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+ <div class="section" id="show">
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+ <h3>Show<a class="headerlink" href="#show" title="Permalink to this headline">¶</a></h3>
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+ <dl class="docutils">
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+ <dt>Frame Numbers</dt>
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+ <dd>When enabled, a small number appears next to each frame dot on the path,
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+ which is of course the number of the corresponding frame.</dd>
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+ <dt>Keyframes</dt>
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+ <dd>When enabled, big yellow square dots are displayed on motion paths, showing the keyframes of their bones
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+ (i.e. only the paths of keyed bones at a given frame get a yellow dot at this frame).</dd>
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+ <dt>+ Non-Grouped Keyframes</dt>
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+ <dd>For bone motion paths, it searches the whole Action for keyframes instead of
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+ in groups with matching name only (this is slower).</dd>
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+ <dt>Keyframe Numbers</dt>
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+ <dd>When enabled, you will see the numbers of the displayed keyframes,
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+ so this option is obviously only valid when <em>Show Keys</em> is enabled.</dd>
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+ <dt>Lines</dt>
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+ <dd><p class="first">Toggles whether the lines between the points are shown.</p>
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+ <dl class="last docutils">
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+ <dt>Thickness, Custom Color</dt>
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+ <dd>Customizable thickness and color for the lines.</dd>
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+ </dl>
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+ </dd>
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+ </dl>
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+ </div>
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+ </div>
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+ <div class="section" id="example">
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+ <h2>Example<a class="headerlink" href="#example" title="Permalink to this headline">¶</a></h2>
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+ <div class="figure" id="id3">
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+ <img alt="../_images/animation_motion-paths_example-armature.png" src="../_images/animation_motion-paths_example-armature.png" />
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+ <p class="caption"><span class="caption-text">An example of a motion path of an armature.</span></p>
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