Manual/PartVIII/Absolute Vertex Keys
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注意
2.42a版的操作有些不同了,记录一下操作过程如下.
1. 新建一个场景,选择cube,进入edit mode,按IKEY,选择mesh(这时绝对点关键帧会自动创建,命名为"----"的符号),选择你需要变形的顶点,移动它,按IKEY,选择mesh(这时相对点关键帧将自动创建),默认名称为Key1.至此之后的每一次(按IKEY,选择mesh)操作,都创建以Key为命名递增的点关键帧.
2. 点击IPO窗口,切换到Shape窗口,选择右边Key1点关键帧,用ctrl + RMB 在Shape窗口创建Key1的关键帧(这表示你可以在任意的时间上让Key1 >或<0产生效果,和=0让效果失效).
3. 要回到Object mode才会看到动画效果.
Absolute Vertex Keys 绝对顶点键
VertexKeys (as opposed to Object keys, the specified positions of objects) can also be created in Blender; VertexKeys are the specified positions of vertices within an Object. Since this can involve thousands of vertices, separate motion curves are not created for each vertex, the traditional Key position system is used instead. A single IPOCurve is used to determine how interpolation is performed and the times at which a VertexKey can be seen. VertexKeys are part of the Object Data, not of the Object. When duplicating the Object Data, the associated VertexKey block is also copied. It is not possible to permit multiple Objects to share the same VertexKeys in Blender, since it would not be very practical. The Vertex Key block is universal and understands the distinction between a Mesh, a Curve, a Surface or a Lattice. The interface and use is therefore unified. Working with Mesh VertexKeys is explained in detail in this section, which also contains a number of brief comments on the other Object Data. The first VertexKey position that is created is always the reference Key. This key defines the texture coordinates. Only if this Key is active can the faces and curves, or the number of vertices, be changed. It is allowed to assign other Keys a different number of vertices. The Key system automatically interpolates this. A practical example is given below. When working with VertexKeys, it is very handy to have an IPO Window open. Use the first Screen from the standard Blender file, for example. In the IPO Window, we must then specify that we want to see the VertexKeys. To do this use the IPO type Menu Button and select Vertex. Go to the 3DWindow with the mouse cursor and press IKEY. With a Mesh object selected and active. The "Insert Key" menu has several options, the latter being Mesh. As soon as this has been selected, a new dialog appears (Insert Vertex Keys Menu.) asking for Relative or Absolute Vertex Keys.
在blender中也可以创建顶点键,顶点键都在物体内部的最高点,甚至可以包括数千个点,IPO曲线确定顶点帧在这一时间是如何完成的,顶点帧是物体数据的一部分,不是物体里的部分,当复制物体数据的时候,关连的顶点祯也都会被复制,在blender中,不允许多个物体共享一个顶点祯,一般不太会用到.顶点关键帧是全局的而且在网格,曲线,界面或格子之间区别易懂。界面和使用是统一的,在这一章会详细讲到顶点关键帧的使用,还会讲到一些物体数据的知识。这第一个顶点关键帧的位置永远是参考帧。这个帧定义纹理的匹配。只有在这个帧活动在脸部和曲线或一些顶点上的时候才会改变,它也允许在不同定点上分配其他的帧。关键帧系统会自动修改。下边有一个运用的实例。当使用顶点关键帧时,会弹出一个很便利的IPO窗口,使用标准的blender文件的第一个视窗。例如。在IPO窗口,我们必须指定要看得顶点关键帧。使用IPO菜单中选择Vertext,鼠标移动到3D窗口,然后按I键.一个网格物体被选择。"insertKey"菜单有几个选项。选择mesh,同时这些都会被选。一个新的对话框弹出(Insert Vertex Keys Menu).会问到需要绝对点关键帧还是相对点关键帧。
We will choose Absolute Keys; a yellow horizontal line is drawn in the IPO Window. This is the first key and thus the reference Key. An IPO Curve is also created for "Speed" (Reference Key and Speed IPO.). 选择absolute Keys(绝对点关键帧);一条水平的黄线出现在IPO窗口。这是第一个帧也就是参考帧。一
个IPO曲线也迅速创建完成。
| Vertex Key creation (顶点关键帧创建:):
Creating VertexKeys in Blender is very simple, but the fact that the system is very sensitive in terms of its configuration can cause a number of 'invisible' things to happen. The following rule must therefore be taken into consideration. As soon as a VertexKey position is inserted it is immediately active. All subsequent changes in the Mesh are linked to this Key position. It is therefore important that the Key position be added before editing begins. 在blender中创建顶点关键帧很简单,但是系统很敏感,有时会出现一些看不见的因素。因此下列规则都 要考虑进去。当一个顶点关键帧插入时,它是活动的,以后的网格变化都会连接到这个帧的位置。所以 编辑之前处理好帧的位置很重要。 |
Go a few frames further and again select:
IKEY, Mesh (in the 3DWindow).
The second Key is drawn as a light blue
line. This is a normal Key; this key and all subsequent Keys affect
only the vertex information. Press TAB for EditMode and translate one
of the vertices in the Mesh. Then browse a few frames back: nothing
happens! As long as we are in EditMode, other VertexKeys are not
applied. What you see in EditMode is always the
active VertexKey.
Leave EditMode and browse through the frames again. We now see the
effect of the VertexKey system.
VertexKeys can only be selected in the IPO Window. We always do this
out of Edit Mode: the 'contents' of the VertexKey are now temporarily
displayed in the Mesh. We can edit the specified Key by starting
Editmode.
前进几帧然后再次选择I键,网格(再3D窗口)。第2个关键帧变为蓝色。这是一个普通帧。这个和以后
的帧都只受顶点信息的影响。按TAB进入editmode然后再网格中移动顶点。然后回头看一下前边的帧。在
editmode什么都没有发生。其他顶点关键帧都没有应用。在editmode中看到的永远都是活动顶点关键帧
。离开editmode再次浏览。现在可以看到顶点关键帧系统给出的结果。在IPO窗口可以只选择顶点关键帧
。再editmode以外使用:在网格中临时出现顶点关键帧的内容。我们可以在editmode编辑指定帧。这里
There are three methods for working with Vertex Keys:
有三种顶点关键帧的工作方法:
The 'performance animation' method.
- This method works entirely in EditMode, chronologically from position to position:
- Insert Key. The reference is specified.
- A few frames further: Insert Key. Edit the Mesh for the second position.
- A few frames further: Insert Key. Edit the Mesh for the third position.
- Continue the above process...
The 'editing' method.
- We first insert all of the required Keys, unless we have already created the Keys using the method described above.
- Blender is not in EditMode.
- Select a Key. Now start EditMode, change the Mesh and leave EditMode.
- Select a Key. Start EditMode, change the Mesh and leave EditMode.
- Continue the above process....
The 'insert' method
- Whether or not there are already Keys and whether or not we are in EditMode does not matter in this method.
- Go to the frame in which the new Key must be inserted.
- Insert Key.
- Go to a new frame, Insert Key.
- Continue the above process...
执行动画方法
* 这种方法只能在editmode完成,按顺序进行。 * 插入关键帧,指定参考 * 前方的一些关键帧: 插入关键帧,编辑网格的第2位置 * 前方的一些关键帧: 插入关键帧,编辑网格的第3位置 * 延续前边的操作。。。
编辑方法
* 首先插入必须的关键帧,除非我们已经插入了关键帧 * 选择一个关键帧,进入editmode,转换网格然后离开editmode * 选择一个关键帧,进入editmode,转换网格然后离开editmode * 延续前边的操作。。。
插入方法
* 是否已经有关键帧或是后在editmode在这个方法中无关紧要。 * 到必须要插入帧的帧框处。 * 插入关键帧 * 然后到一个新帧框,插入关键帧 * 延续前边的操作。。。
While in EditMode, the Keys cannot be switched. If the user attempts to do so, a warning appears. Each Key is represented by a line which is drawn at a given height. Height is chosen so that the key intersects the "Speed" IPO at the frame at which the Key is taken. Both the IPO Curve and the VertexKey can be separately selected with RMB. Since it would otherwise be too difficult working with them, selection of the Key lines is switched off when the curve is in Edit Mode. The channel button can be used to temporarily hide the curve (SHIFT-LMB on "Speed") to make it easier to select Keys. The Key lines in the IPO Window, once taken, can be placed at any vertical position. Select the line and use Grab mode to do this. The IPO Curve can also be processed here in the same way as described in the previous chapter. Instead of a 'value', however, the curve determines the interpolation between the Keys, e.g. a sine curve can be used to create a cyclical animation. During the animation the frame count gives a certain value of the speed IPO, which is used to chose the Key(s) which is/are to be used, possibly with interpolation, to produce the deformed mesh. The Speed IPO has the standard behaviour of an IPO, also for interpolation. The Key line has three different interpolation types. Press TKEY with a Key line selected to to open a menu with the options:
再editmode的时候,关键帧不能关闭,如果用户非要这样做,会弹出一个警示窗,每一个关键帧都占用
了已经给出的高度,高度被选择,以便在帧框中的关键帧横向“加速”IPO.用RMB可以个别选择IPO曲线
或顶点关键帧。以便它们可以有另一种工作方式。channel按钮可以临时关闭曲线(在speed按shift+LMB) 这样更容易选择关键帧。在IPO窗口中的关键帧导航条。可以置放任何顶点位置。在Grabmode选择关键帧
导航条,IPO曲线也可以在这里做与以前章节讲到的相同的工作。更换“值”,不管怎样,曲线在关键帧
之间插入。例如:加速IPO给与帧框一定的值时,一个正玄曲线可以制作旋转动画,这用于选择需要用到
的关键帧。关键帧导航条有3个不同的查补类型。在导航条一个帧框上按T键,弹出一个菜单:
- Linear: interpolation between the Keys is linear. The Key line is displayed as a dotted line.
- Cardinal: interpolation between the Keys is fluid, the standard setting.
- BSpline: interpolation between the Keys is extra fluid and includes four Keys in the interpolation calculation. The positions are no longer displayed precisely, however. The Key line is drawn as a dashed line.
- linnear:查补在关键帧之间的叫做Linear,导航条不显示点线。
- Cardinal:查补在关键帧之间的叫做fluid,标准设置
- BSpline:查补在关键帧之间的叫做额外fluid和包括4个关键帧在查补计算时,位置的长度不一样,不
管怎样,导航条是虚线构成。
Absolute Keys. shows a simple Vertex Key animation of a cylinder. When run the cylinder deforms to a big star, then deforms to a small star, then, since the Speed IPO goes back to 0 the deformation is repeated in reverse order.
绝对关键帧。一个简单的圆柱体点关键帧动画可以看到,当使一个圆柱体转换为一个星状体,speed IPO
回到0,变形逆向重叠。
Some useful tips:
小贴士:
- Key positions are always added with IKEY, even if they are located at the same position. Use this to copy positions when inserting. Two key lines at the same position can also be used to change the effect of the interpolation.
- If no Keys are selected, EditMode can be invoked as usual. However, when you leave EditMode, all changes are undone. Insert the Key in EditMode in this case.
- For Keys, there is no difference between selected and active. It is therefore not possible to select multiple Keys.
- When working with Keys with differing numbers of vertices, the faces can become disordered. There are no tools that can be used to specify precise sequence of vertices. This option is actually suitable only for Meshes that have only vertices such as Halos.
- 使用I键增加关键帧,无论任何时候。
- 如果没有关键帧被选择,编辑模式通常会调用。无论怎样,当离开editmode,所有的改变都作废,在这
种情况下在editmode下插入关键帧。
- 对于关键帧来说,无所谓是选择的还是当前应用的,所以不能能多重选择关键帧。
- 当使用关键帧或不同数量的顶点时,脸部会变得很乱,这里没有精确排列顶点的工具。这一选项时会
在网格上使用或者只运用于程圆形的点状结构。
Curve and Surface Keys 曲线和界面关键帧
As mentioned earlier, Curve and Surface Keys work exactly the same way as Mesh Keys. For Curves, it is particularly interesting to place Curve Keys in the bevel object. Although this animation is not displayed real-time in the 3DWindow, it will be rendered.
前边提到过,曲线和界面关键帧与网格关键帧的运作方式是一样的,拿曲线来说,可以尝试一下放置一
个曲线关键帧在物体的斜面,虽然这个动画不会出现在实时的3d窗口,但是将会被渲染。
Lattice Keys 格子关键帧
As soon as one Key is present in a Lattice, the buttons that are used to determine the resolution are blocked.
一个关键帧应用于一个格子上,用于解决问题的按钮都会不可用。
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