Sophie

Sophie

distrib > Arklinux > devel > i586 > media > main > by-pkgid > 2c46997be5021ee3173c5af9332905d7 > files > 846

blender-manual-2.49a-1ark.i586.rpm

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN">
<HTML
><HEAD
><TITLE
>Animation of Undeformed Objects</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="Blender Documentation Volume I - User Guide"
HREF="book1.html"><LINK
REL="UP"
TITLE="Animation"
HREF="p5814.html"><LINK
REL="PREVIOUS"
TITLE="Animation"
HREF="p5814.html"><LINK
REL="NEXT"
TITLE="Key Frames"
HREF="x5849.html"></HEAD
><BODY
CLASS="chapter"
BGCOLOR="#FFFFFF"
TEXT="#000000"
LINK="#0000FF"
VLINK="#840084"
ALINK="#0000FF"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="p5814.html"
ACCESSKEY="P"
>&#60;&#60;&#60; Previous</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="x5849.html"
ACCESSKEY="N"
>Next &#62;&#62;&#62;</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="chapter"
><H1
><A
NAME="chapter_animation"
></A
>Animation of Undeformed Objects</H1
><P
>&#13;		Objects can be animated in many ways. They can
		be animated as Objects, changing their position, orientation
		or size in time; they can be animated by deforming them; that is animating their
		vertices or control points; or they can be animated via very complex
		and flexible interaction with a special kind of object: the Armature.
	</P
><P
>&#13;		In this chapter we will cover the first case, but the basics given here
		are actually vital for understanding the following chapters as well.
	</P
><P
> 
		Three methods are normally used in animation software to make  a 3D
		object move:
	</P
><P
></P
><UL
><LI
><P
> <I
CLASS="emphasis"
>Key frames</I
> Complete positions are saved for units of
		time (frames). An animation is created by interpolating an object
		fluidly through the frames. The advantage of this method is that it
		allows you to work with clearly visualized units. The animator can
		work from one position to the next and can change previously created
		positions, or move them in time.</P
></LI
><LI
><P
> <I
CLASS="emphasis"
>Motion Curves</I
>
		Curves can be drawn for each XYZ component for location, rotation, and
		size. These form the graphs for the movement, with time set out
		horizontally and the value set out vertically. The advantage of this
		method is that it gives you precise control over the results of the
		movement.
		</P
></LI
><LI
><P
> <I
CLASS="emphasis"
>Path</I
>
		A curve is drawn in 3D space, and the Object is constrained to follow it
		according to a given time function of the position
		along the path.
		</P
></LI
></UL
><P
>&#13;		The first two systems in Blender are completely integrated in a single one, the 
		<I
CLASS="emphasis"
>IPO</I
> (InterPOlation) system.
		Fundamentally, the IPO system consists of standard motion curves. A
		simple press of a button changes the IPO to a key system, without
		conversion, and with no change to the results. The user can work any
		way he chooses to with the keys, switching to motion curves and back
		again, in whatever way produces the best result or satisfies the
		user's preferences.
	</P
><P
>&#13;		The IPO system also has relevant implication in Path animations.
	</P
><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="section_IPOblock"
></A
>IPO Block</H1
><P
>&#13;		The IPO block in Blender is universal. It makes no difference whether
		an object's movement is controlled or the material settings.  Once you
		have learned to work with object IPOs, how you work with other IPOs
		will become obvious.  Anyway Blender does distinguish between different
		<I
CLASS="emphasis"
>types</I
> of IPOs and the interface
		keeps track of it automatically.
	</P
><P
>&#13;		Every type of IPO block has a fixed number of available
		<I
CLASS="emphasis"
>channels</I
>. These each have a name 
		(<TT
CLASS="literal"
>LocX</TT
>, <TT
CLASS="literal"
>SizeZ</TT
>, etc.) that
		indicates how they are applied. When you add an IPO Curve to a
		channel, animation begins immediately. At your discretion (and there
		are separate channels for this), a curve can be linked directly to a
		value (<TT
CLASS="literal"
>LocX</TT
>...), or it can affect a variance of it
		(<TT
CLASS="literal"
>dLocX</TT
>...). The latter
		enables you to move an object as you would usually do, with the Grabber, without
		disrupting the IPO. The
		actual location is then determined by IPO Curves <I
CLASS="emphasis"
>relative</I
> to 
		that location.
	</P
><P
>&#13;		The Blender interface offers many options for copying IPOs,
		linking IPOs to more than one object (one IPO can animate multiple
		objects.), or deleting IPO links. The IPO Window Reference section
		gives a detailed description of this. This chapter is restricted to
		the main options for application.
	</P
></DIV
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="p5814.html"
ACCESSKEY="P"
>&#60;&#60;&#60; Previous</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="book1.html"
ACCESSKEY="H"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="x5849.html"
ACCESSKEY="N"
>Next &#62;&#62;&#62;</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>Animation</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="p5814.html"
ACCESSKEY="U"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>Key Frames</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>