HOME | DD

Published: 2012-08-18 12:10:32 +0000 UTC; Views: 41829; Favourites: 51; Downloads: 197
Redirect to original
Description
This quick tutorial is for Blender animators who need to create several animations for the same character and keep all of them in one file.This is convenient when creating animations for games; may also be used when creating CG movies with Blender.
The method is available in the dope-sheet, in action editor mode (see image), the main buttons used to create and manage actions are grouped together on the right side. I think the pic summarizes how it works but I'll give more details here.
- first, the action selector
- second, the action name. Clicking this allows you to give a meaningful name; it is important when you have many actions, of course!
- The button with an 'F', make sure to press it. AFTER you press it you will see a number on the right and if you press that number, you can make the action 'single user'. The number tells us how many armatures are currently using this action (for example, maybe we are animating 100 rabbits eating carrots, so 100 rabbits currently use the same animation, but if we want the rabbit near the camera to use a slightly different animation, we press that number then we can edit the special animation separately.
- The button to create a new action. The name of the action will change and the new action is based on the current action.
- The button to unlink the current action, then NO action is assigned to the armature BUT if we set a keyframe after pressing this [X] button, a new action is automatically created based on the current pose.
Also, notice that on the right you can see a vaguely similar interface in Armature properties. Here this window displays 'Default' and 'Idle (basic)'. Well these are saved POSES that belong to a POSE library.
Here the currently selected library is K poses.
But here's the trick, a pose library and an action (like, Kagami.walk_sketch) are the same thing. So if we press that button left to K poses, we find the same list of actions/pose libraries.
Now if we pick a pose in 'K poses' we can use the button under +, - (a kinda magnifier button) to copy that pose to the current armature.
BUT when pressing that magnifier button we only copy to currently selected bones, which is great, unless you don't know about it (because then, it looks like the button does nothing).
Hope this helps.
Related content
Comments: 26
eelstork In reply to RealSalsaBoy [2019-01-07 18:22:10 +0000 UTC]
See my post here m.youtube.com/watch?v=yVNsP5i-…
👍: 0 ⏩: 0
MagmaSloth [2014-08-15 21:11:22 +0000 UTC]
the most helpful peice of information i could find for animation thanks so much!
👍: 0 ⏩: 0
MagmaSloth [2014-08-13 17:32:37 +0000 UTC]
the most helpful peice of information i could find for animation thanks so much!
👍: 0 ⏩: 0
eelstork In reply to Clairvoire [2014-06-22 06:13:31 +0000 UTC]
Thanks for nothing : ) , you're starting a 3D game project?
👍: 0 ⏩: 1
Morcal In reply to eelstork [2014-04-14 20:17:29 +0000 UTC]
My animations were blending together I thought it was like maya were I could start a new one a few frames out !
So my jog/run cycle started spinning in a circle when I went onto the next animation
👍: 0 ⏩: 0
Morcal In reply to eelstork [2014-04-14 20:14:29 +0000 UTC]
whats wrong with that reaction this tut popped up quick and was more in depth
👍: 0 ⏩: 1
eelstork In reply to Morcal [2014-04-15 02:51:40 +0000 UTC]
Nothing wrong, happy this could be useful to you...
👍: 0 ⏩: 0
LordPorksword [2013-11-25 23:33:34 +0000 UTC]
Just the tips I needed! Cheers a bunch eelstork!
👍: 0 ⏩: 1
Dr-Sprinkles [2013-02-13 04:14:11 +0000 UTC]
how do you make it so the different animations end on different frames?
👍: 0 ⏩: 1
eelstork In reply to Dr-Sprinkles [2013-02-13 12:41:23 +0000 UTC]
It depends how you are using the animations:
- if it is just for 'casual playback' (e.g. to check each animation cycle) there is no clean way to do it, you'd have to change the global end frame every time (that is what I do when reviewing animations).
- if you want to put the animations together e.g. to animate a character for a CG movie or such, then there is a kind of "animation mixer" to combine several actions (search "NLA Blender" online) I don't know much about this... but it's down to the artist how the animations blend together in this case.
- Usually we use our animations for our game project. What we do is, we use animation markers (CTRL+M to create a marker, then edit the name of the marker. Maybe I did a short introduction to markers?). In other words we label the beginning/end of the animation, and sometimes over keyframes and export the labels as well as the animations (custom scripts), so that our game engine knows what to play back.
👍: 0 ⏩: 0
sketcher-taku [2012-09-26 06:19:02 +0000 UTC]
Thanks for this blender kept deleting my animations for my game and it was getting frustrating. You saved me a lot of searching
👍: 0 ⏩: 1
eelstork In reply to sketcher-taku [2012-09-26 08:05:27 +0000 UTC]
Oh I'm sorry maybe it is what you meant by 'tips'
Yea I got a couple of tips/tutorials online, also on my tech blog unfortunately atm it's *difficult* to separate blender/python from art related tutorials. But in the future I'll try to organize this a bit (esp. if there is interest) and I do think there are more awesome sources out there, what I can explain well is ways to use Blender which make sense from a game making point of view.
The blog is here [link] but again I just tried a filtered search to extract the art related articles and got zero luck, so I'll have to do it by hand.
👍: 0 ⏩: 1