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

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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><DIV
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><H1
><A
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></A
>Animation of Deformations</H1
><P
>&#13;		Animating an Object/Material, is not the only thing you can
		do in Blender. You can change, reshape, deform your objects in time!
	</P
><P
>&#13;		There are many ways of achieving this actually, and one technique is so powerful
		and general there is a full chapter for it: Character animation. The other techniques
		will be handled here.
	</P
><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="section_animation_AVK"
></A
>Absolute Vertex Keys</H1
><P
>&#13;		VertexKeys (as opposed to Object keys, the
		specified positions of objects) can also be created in Blender;
		VertexKeys are the specified positions of vertices <I
CLASS="emphasis"
>within</I
>
		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.
	</P
><P
>&#13;		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.
	</P
><P
>&#13;		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.
	</P
><P
>&#13;		The first VertexKey position that is created is always the
		<I
CLASS="emphasis"
>reference</I
> Key.  This key defines the texture coordinates. Only
		if this Key is <I
CLASS="emphasis"
>active</I
> can the faces and curves, or the 
		<I
CLASS="emphasis"
>number</I
> of vertices, be changed.  It is allowed to assign other Keys a
		different number of vertices. The Key system automatically
		interpolates this.
	</P
><P
>&#13;		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 <TT
CLASS="literal"
>Vertex</TT
>.  Go to the 3DWindow with the mouse
		cursor and press <B
CLASS="keycap"
>IKEY</B
>. With a Mesh object selected and active. 
		The "Insert Key" menu has several options, the latter being <TT
CLASS="literal"
>Mesh</TT
>.  As soon
		as this has been selected, a new dialog appears (<A
HREF="x5879.html#BSG.ANI.F.S68.201"
>Figure 2 in the Section called <I
>The IPO Curves</I
> in the chapter called <I
>Animation of Undeformed Objects</I
></A
>) 
		asking for Relative or
		absolute Vertex Key.
        </P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.201"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/VK02.png"></P
></DIV
><P
><B
>Figure 1. Insert Key Menu.</B
></P
></DIV
><P
>&#13;		We will choose <TT
CLASS="literal"
>Absolute Keys</TT
>;
		a yellow horizontal line is drawn in the
		IPO Window. This is the first key and thus the <I
CLASS="emphasis"
>reference</I
> Key. An
		IPO Curve is also created for "Speed" (<A
HREF="x5879.html#BSG.ANI.F.S68.202"
>Figure 3 in the Section called <I
>The IPO Curves</I
> in the chapter called <I
>Animation of Undeformed Objects</I
></A
>).  
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.202"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/VK03.png"></P
></DIV
><P
><B
>Figure 2. Reference Key and Speed IPO.</B
></P
></DIV
><DIV
CLASS="tip"
><P
></P
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><B
>Vertex Key creation</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;			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.
		</P
><P
>&#13;			As soon as a VertexKey position is inserted it is <I
CLASS="emphasis"
>immediately</I
>
			<I
CLASS="emphasis"
>active</I
>. All subsequent changes in the Mesh are linked to
			<I
CLASS="emphasis"
>this</I
> Key position. It is therefore important that the Key
			position be added <I
CLASS="emphasis"
>before</I
> editing begins.
		</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;		Go a few frames further and again select:
		<B
CLASS="keycap"
>IKEY</B
>, <TT
CLASS="literal"
>Mesh</TT
> (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 <B
CLASS="keycap"
>TAB</B
> 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 <I
CLASS="emphasis"
>not</I
>
		applied. What you see in EditMode is <I
CLASS="emphasis"
>always</I
> the 
		<I
CLASS="emphasis"
>active</I
> VertexKey.
	</P
><P
>&#13;		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
		<I
CLASS="emphasis"
>out</I
> of Edit Mode: the 'contents' of the VertexKey are now temporarily
		displayed in the Mesh. We can edit the specified Key by starting
		Editmode.
	</P
><P
>&#13;		There are three methods for working with Vertex Keys:
	</P
><P
></P
><UL
><LI
><P
>The 'performance animation' method. This method works entirely in
		EditMode, chronologically from position to position:
		</P
><P
></P
><UL
><LI
><P
>Insert Key. The reference is specified.</P
></LI
><LI
><P
>A few frames further: Insert Key. Edit the Mesh for the second position.</P
></LI
><LI
><P
>A few frames further: Insert Key. Edit the Mesh for the third position.</P
></LI
><LI
><P
>Continue the above process...</P
></LI
></UL
></LI
><LI
><P
>The 'editing' method.
		</P
><P
></P
><UL
><LI
><P
>We first insert all of the required Keys, unless we have 
			already created the Keys using the method described above.</P
></LI
><LI
><P
>Blender is <I
CLASS="emphasis"
>not</I
> in EditMode.</P
></LI
><LI
><P
>Select a Key. Now start EditMode, change the Mesh and leave EditMode.</P
></LI
><LI
><P
>Select a Key. Start EditMode, change the Mesh and leave EditMode.</P
></LI
><LI
><P
>Continue the above process....</P
></LI
></UL
></LI
><LI
><P
>The 'insert' method
		</P
><P
></P
><UL
><LI
><P
>Whether or not there are already Keys and whether or not 
			we are in EditMode does not matter in this method.</P
></LI
><LI
><P
>Go to the frame in which the new Key must be inserted.</P
></LI
><LI
><P
>Insert Key.</P
></LI
><LI
><P
>Go to a new frame, Insert Key.</P
></LI
><LI
><P
>Continue the above process...</P
></LI
></UL
></LI
></UL
><P
>&#13;		While in EditMode, the Keys cannot be switched. If the user attempts
		to do so, a warning appears. 
	</P
><P
>&#13;		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.
	</P
><P
>&#13;		Both the IPO Curve and the VertexKey can be separately selected 
		with <B
CLASS="keycap"
>RMB</B
>. 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
		<I
CLASS="emphasis"
>channel</I
> button can be used to temporarily hide the curve
		(<B
CLASS="keycap"
>SHIFT-LMB</B
> on "Speed") to make it easier to select Keys.
	</P
><P
>&#13;		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.
	</P
><P
>&#13;		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.
	</P
><P
> 
		The Speed IPO has the standard behaviour of an IPO, also for interpolation.
		The Key line has three different interpolation types. Press <B
CLASS="keycap"
>TKEY</B
> with
		a Key line selected to to open a menu with the options:
        </P
><P
></P
><UL
><LI
><P
><TT
CLASS="literal"
>Linear</TT
>: interpolation between the Keys is linear. The Key line
			is displayed as a dotted line</P
></LI
><LI
><P
><TT
CLASS="literal"
>Cardinal</TT
>: interpolation between the Keys is fluid, the
			standard setting.</P
></LI
><LI
><P
><TT
CLASS="literal"
>BSpline</TT
>: 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.
		</P
></LI
></UL
><P
>&#13;		<A
HREF="c6169.html#BSG.ADF.F.S68.203"
>Figure 3</A
> 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.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.203"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/VK04.png"></P
></DIV
><P
><B
>Figure 3. Absolute Keys.</B
></P
></DIV
><P
>&#13;		Some useful tips:
	</P
><P
></P
><UL
><LI
><P
>&#13;			Key positions are <I
CLASS="emphasis"
>always</I
> 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.
		</P
></LI
><LI
><P
>&#13;			If <I
CLASS="emphasis"
>no</I
> Keys are selected, EditMode can be invoked as
			usual. However, when you leave EditMode, all changes are
			undone. Insert the Key <I
CLASS="emphasis"
>in</I
> EditMode in this case.
		</P
></LI
><LI
><P
>&#13;			For Keys, there is <I
CLASS="emphasis"
>no</I
> difference between selected and
			<I
CLASS="emphasis"
>active</I
>. It is therefore not possible to select multiple Keys.
		</P
></LI
><LI
><P
>&#13;			When working with Keys with differing numbers of vertices, the
			faces can become disordered. There are no tools that can be
			used to specify <I
CLASS="emphasis"
>precise</I
> sequence of vertices. This option is actually
			suitable only for Meshes that have only vertices such as Halos.
		</P
></LI
></UL
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="section_animation_AVK_curves"
></A
>Curve and Surface Keys</H2
><P
>&#13;			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 <I
CLASS="emphasis"
>not</I
> displayed real-time in the 3DWindow, it
			will be rendered.
		</P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="AEN6306"
></A
>Lattice Keys</H2
><P
>&#13;			 As soon as one Key is present in a Lattice, the
			buttons that are used to determine the resolution are blocked.
		</P
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