Manual/PartIX/Non Linear Animation
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Non Linear Animation 非线性动画(NLA)
Non Linear Animation is a technique somewhat akin to RVK used to merge different, simple, Actions in complex, fluid Actions. The NLA Window gives an overview of all of the animation in your scene. From here you can edit the timing of all IPOs, as if they were in the Action Window. Much of the editing functionality is the same as the Action Window. You can display the NLAWindow with CTRL-SHIFT-F12 (NLA Window).
非线性动画是之中与RVK相似的技术。例如,一个复杂的动作。流程动作。NLA窗口可以观察场景中所有的动画。可以在这里编辑IPO的所有时段。许多编辑功能类同于动作窗口。按CTRL+SHIF+F12打开NLA窗口。
You can also use this window to perform Action blending and other Non-Linear Animation tasks. You add and move Action Strips in a fashion similar to the Sequence Editor, and generate blending transitions for them.
还可以使用这个窗口完成混合动作或其他NLA任务。可以增加和移动动作条,在NLA窗口中,在物体条上的动作条一般只显示一个;所有的动作桢都显示在一条线上。使用动作窗口察看制作的动作。
In the NLA Window Actions are displayed as a single strip below the object's strip; all of the KeyFrames of the Action (constraint channel KeyFrames included) are displayed on one line (Expanded Action in NLA Window). To see an expanded view of the Action, use the Action Window.
在物体条下的物体约束通道将显示一个或多个增加的约束条。约束条可以独立选择它所约束的物体。
Objects with constraint channels will display one or more additional constraint strips below the object strip. The constraint strip can be selected independently of its owner object (Expanded Constraint in NLA Window).
RMB clicking on object names in the NLA Window will select the appropriate objects in the 3D Window. Selected object strips are drawn in blue, while unselected ones are red. You can remove constraint channels from objects by clicking RMB on the constraint channel name and pressing XKEY. <note> Note that only armatures, or objects with IPOs will appear in the NLA Window. }}
在NLA窗口RMB点击物体名称,在3D窗口选择适当的物体,选择的物体条是蓝色的。没有选择的是红色的。在约束通道名字上按RMB然后按X键从物体中移除约束条,IPO中只有骨骼和物体显示在NLA窗口。
Working with Action Strips
Action strips can only be added to Armature objects. The object does not necessarily need to have an Action associated with it first. Add an Action strip to an object by moving the mouse cursor over the object name in the NLA Window and pressing SHIFT-A and choosing the appropriate Action to add from the popup menu. Note that you can only have one Action strip per line. You can select, move and delete Action strips along with other KeyFrames in the NLA Window. The strips are evaluated top to bottom. Channels specified in strips later in the list override channels specified in earlier strips. You can still create animation on the armature itself. Channels in the local Action on the armature override channels in the strips. Note that once you have created a channel in the local Action, it will always override all Actions. If you want to create an override for only part of the timeline, you can convert the local Action to an Action strip by pressing CKEY with your mouse over the armature's name in the NLA Window. This removes the Action from the armature and puts it at the end of the Action strip list. Each strip has several options which can be accessed by selecting the strip and pressing NKEY (NLA Action Strip Options). The options available are as follows:
Action strips只能增加 Armature 物件。
物体不必需要首先关联一个Action。
要添加一个Action strip到一个物体,在 NLA 窗中移动3D光标到物体名字上,按 SHIFT-A 选择适当的 Action,从弹出菜单添加。
注意:每一行只有一个Action strip。
你能在NLA 窗口选择, 移动和删除 Action strips 向前和其他 KeyFrames 。
strips被评估顶部到底部。
后来被指定在strips在列表的通道不考虑在早期的strips被指定的通道。
你仍然能在armature本身上创建动画。
在armature上的局部Action的通道不考虑在strips中的通道。
注意,一但你已经创建一个通道在局部Action中,它总是不考虑所有的Actions。
如果你想要创建时间行的唯一的部份的一个不考虑, 你能在 NLA 窗口把鼠标放在armature的名字之上按 CKEY 的将局部Action转换成一个Action板条带。
这在Action strip列表结束的时候把Action从armature移除和移动它。
每个strip都有数个的选项能被访问 ,选择strip和按下 NKEY (NLA Action Strip选项) 。
选项可用到的是以下列各项:
- StripStart/StripEnd - The first and last fame of the Action strip in the timeline.
- ActionStart/ActionEnd - The range of keys to read from the Action. The end may be less than the start which will cause the Action to play backwards.
- Blendin/Blendout - The number of frames of transition to generate between this Action and the one before it in the Action strip list.
- Repeat - The number of times the Action range should repeat. Not compatible with Use Path setting.
- Stride - The distance (in Blender units) that the character moves in a single cycle of the Action (usually a walk cycle Action). This field is only needed if Use Path is specified.
- Use Path - If an armature is the child of a path or curve and has a Stride value, this button will choose the frame of animation to display based on the object's position along the path. Great for walkcycles.
- Hold - If this is enabled, the last frame of the Action will be displayed forever, unless it is overridden by another Action. Otherwise the armature will revert to its rest position.
- Add - Specifies that the transformations in this strip should add to any existing animation data, instead of overwriting it.
- 条开始/条结束- Action条的第一帧和最后一帧在时间行的位置。
- Action开始/Action结束- 从Action读取关键帧的范围。 Action向后播放是结束可能比开始短点。
- 混合输入/混合输出- 在这一个作用之间产生的 转换的帧的数目 和那一在作用板条带列表中的它之前。
- 重复 - 时间数值作用范围应该重复。 不兼容使用路径设置。
- 步幅 - 在作用的一个循环中的角色移动距离(在 Blender 单位) .(通常一个步行循环作用)。 如果使用路径是指定场是唯一需要。
- 使用路径 - 如果一个armature是小径或者曲线的子物体和有一个步幅数值,这一个按钮将会选择动画的帧去显示基于沿着路径物体的位置。 作为行走循环的全部。
- 持平 - 如果这被能够,作用的最后一个 frame 将会永远地被显示,除非它被另外的一个作用蹂躏。否则armature将会恢复到它的起初位置。
- 添加 - 在这个条的指定位置加入任何现有的动画数据, 而非覆写它
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