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

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>Relative VertexKeys</TITLE
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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
CLASS="section"
><A
NAME="section_animation_RVK"
></A
>Relative VertexKeys</H1
><P
>&#13;		Relative Vertex Keys (RVK) works differently inasmuch only the difference
		between the reference mesh and the deformed mesh is stored.
		This allows for blending several keys together to achieve
		complex animations.
	</P
><P
>&#13;		We will walk through RVK via an example.
	</P
><P
>&#13;		We will create a facial animation via RVK.  While Absolute Vertex
		Keys are controlled with only <I
CLASS="emphasis"
>one</I
> IPO curve, Relative Vertex
		Keys are controlled by one interpolation curve for every key position, which
		states 'how much' of that relative deformation is used to produce the deformed
		mesh. This is why relative keys can be mixed (added, subtracted, etc.).
	</P
><P
>&#13;		For facial animation, the base position might be a relaxed position
		with a slightly open mouth and eyelids half open. Then keys would be
		defined for left/right eye-blink, happy, sad, smiling, frowning, etc.
	</P
><P
>&#13;		The trick with relative vertex keys is that only the vertices that are
		changed between the base and the key affect the final output
		during blending.  This means it is possible to have several keys
		affecting the object in different places all at the same time.
	</P
><P
>&#13;		For example, a face with three keys: smile, and left/right eye-blink
		could be animated to smile, then blink left eye, then blink right eye,
		then open both eyes and finally stop smiling - all by blending 3 keys. Without
		relative vertex keys 6 vertex keys would have needed to be generated,
		one for each target position. 
	</P
><P
>&#13;		Consider the female head in <A
HREF="x6309.html#BSG.ADF.F.S68.301"
>Figure 4</A
> 
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.301"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK01.png"></P
></DIV
><P
><B
>Figure 4. The female head we want to animate.</B
></P
></DIV
><P
>&#13;		To add a RVK just press <B
CLASS="keycap"
>IKEY</B
> and select <TT
CLASS="literal"
>Mesh</TT
>
		as for AVK, but, from the pop up menu select <TT
CLASS="literal"
>Relative Vertex Keys</TT
>
		This stores the reference Key which will appear as an yellow horizontal line 
		in the IPO window.
	</P
><P
>&#13;		Relative keys are defined by inserting further vertex keys. Each time the
		<B
CLASS="keycap"
>IKEY</B
> is pressed and <TT
CLASS="literal"
>Mesh</TT
> selected a new horizontal
		line appears in the IPO window. If frame number is augmented each time the horizontal
		line are placed one above the other. 
            For an easier modelling let's hide all vertices except those of the face
		<A
HREF="x6309.html#BSG.ADF.F.S68.302"
>Figure 5</A
>.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.302"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK02.png"></P
></DIV
><P
><B
>Figure 5. The female head we want to animate.</B
></P
></DIV
><P
> 
		Now move to another frame, say number 5, and add a new Key.
		A cyan line will appear above the yellow, which now turns orange.
		Switch to Edit mode and close left  eye lid.
	</P
><P
>&#13;		When you are done exit from Edit Mode. If you select the reference key
		you will see the original mesh. If you select your first RVK
		you will se the deformed one (<A
HREF="x6309.html#BSG.ADF.F.S68.303"
>Figure 6</A
>).
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.303"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK03.png"></P
></DIV
><P
><B
>Figure 6. Left eye closed.</B
></P
></DIV
><P
>&#13;		Repeat the step for the right eye. Beware that the newly inserted key is based on the
		mesh of the currently <I
CLASS="emphasis"
>active</I
> key, so it
		is generally a good idea to select the reference key before
		pressing <B
CLASS="keycap"
>IKEY</B
>
	</P
><P
>&#13;		Then add a smile (<A
HREF="x6309.html#BSG.ADF.F.S68.304"
>Figure 7</A
>).
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.304"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK04.png"></P
></DIV
><P
><B
>Figure 7. Smiling.</B
></P
></DIV
><P
>&#13;		Your IPO Window will look like <A
HREF="x6309.html#BSG.ADF.F.S68.305"
>Figure 8</A
>.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.305"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK05.png"></P
></DIV
><P
><B
>Figure 8. Keys in the IPO Window.</B
></P
></DIV
><P
>&#13;		The vertical order of the Vertex Keys (the blue lines) 
		from bottom to top determines its corresponding IPO
		Curve, i.e. the lowest blue key line will be controlled by the <TT
CLASS="literal"
>Key1</TT
>
		curve, the second lowest will be controlled by the <TT
CLASS="literal"
>Key2</TT
> curve, and
		so on.
	</P
><P
>&#13;		No IPO is present for the reference mesh since that is the mesh which is used
		if all other Keys have an IPO of value 0 at the given frame.
	</P
><P
>&#13;		Select <TT
CLASS="literal"
>Key1</TT
> and add an IPO with your favourite method.
		Make it look like  <A
HREF="x6309.html#BSG.ADF.F.S68.306"
>Figure 9</A
>.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.306"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK06.png"></P
></DIV
><P
><B
>Figure 9. The IPO curve of Key 1.</B
></P
></DIV
><P
>&#13;		This will make our mesh undeformed up to frame 10, then from frame 10 to frame 20
		Key 1 will begin to affect the deformation. From frame 20 to frame 40
		Key 1 will completely overcame the reference mesh (IPO value is 1), and
		the eye will be completely closed.
		The effect will fade out from frame 40 to frame 50.
	</P
><P
>&#13;		You can check with <B
CLASS="keycap"
>ALT-A</B
>, or by setting the 
            frame numbers by hand. The second option is better, unless
		your computer is really powerful!
	</P
><P
>&#13;		Copy this IPO by using the down pointing arrow button
		in the IPO Window toolbar <A
HREF="x6309.html#BSG.ADF.F.S68.307"
>Figure 10</A
>.
		Select the <TT
CLASS="literal"
>Key 2</TT
> and paste the curve with the up pointing arrow.
		Now both keys will have the same influence on the face and 
		both eyeds will close at a time.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.307"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK07.png"></P
></DIV
><P
><B
>Figure 10. Clipboard buttons.</B
></P
></DIV
><DIV
CLASS="tip"
><P
></P
><TABLE
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><TD
WIDTH="25"
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VALIGN="TOP"
><IMG
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><TH
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><B
>Panning the Toolbar</B
></TH
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><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;			It may happen that the toolbar is longer than the window and
			some buttons are not shown. You can pan horizontally
			all toolbars by clicking <B
CLASS="keycap"
>MMB</B
> on them and dragging the
			mouse.
		</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;		Add also an IPO for <TT
CLASS="literal"
>Key 3</TT
> Let's make this different
		(<A
HREF="x6309.html#BSG.ADF.F.S68.308"
>Figure 11</A
>).
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.308"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK08.png"></P
></DIV
><P
><B
>Figure 11. All IPOs.</B
></P
></DIV
><P
>&#13;		This way the eyes closes and she begins to smile, smile is at maximum
		with closed eyes, then she smile 'less' while eyes re-open
		and keeps smiling (<A
HREF="x6309.html#BSG.ADF.F.S68.309"
>Figure 12</A
>).
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.309"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK09.png"></P
></DIV
><P
><B
>Figure 12. Sequence.</B
></P
></DIV
><P
>&#13;		The IPO Curve for each key controls the blending between relative
		keys. These curves should be created in the typical fashion.  The
		final position is determined by adding all of the effects of each
		individual IPO Curve.
	</P
><DIV
CLASS="tip"
><P
></P
><TABLE
CLASS="tip"
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><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/tip.gif"
HSPACE="5"
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><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>RVK in Action Window</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;		You can operate with RVK also in the Action (<B
CLASS="keycap"
>SHIFT-F12</B
>), not IPO,
		Window (<A
HREF="x6309.html#BSG.ADF.F.S68.310"
>Figure 13</A
>). The influence of any
		Key is given via a slider. Marks are present at Key points (i.e.
 		where the IPO would have a control point).
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.ADF.F.S68.310"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/soft_animation/gfx/RVK10.png"></P
></DIV
><P
><B
>Figure 13. RVK in Action Window.</B
></P
></DIV
></TD
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><P
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><B
>Values out of [0,1] range</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
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><P
>&#13;			An important part of Relative Keys is the use of additive
			or extrapolated positions. For example, if the base position
			for a face is with a straight mouth, and a key is defined
			for a smile, then it is possible that the negative application
			of that key will result in a frown. Likewise, extending the
			IPO Curve above 1.0 will "extrapolate" that key, making an
			extreme smile.
		</P
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