Sophie

Sophie

distrib > Arklinux > devel > i586 > media > main > by-pkgid > 2c46997be5021ee3173c5af9332905d7 > files > 947

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

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN">
<HTML
><HEAD
><TITLE
>General Tools</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="Character Animation"
HREF="c6466.html"><LINK
REL="PREVIOUS"
TITLE="Character Animation"
HREF="c6466.html"><LINK
REL="NEXT"
TITLE="The Armature Object"
HREF="x6508.html"></HEAD
><BODY
CLASS="section"
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="c6466.html"
ACCESSKEY="P"
>&#60;&#60;&#60; Previous</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
>Character Animation</TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="x6508.html"
ACCESSKEY="N"
>Next &#62;&#62;&#62;</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="character_animation_general"
></A
>General Tools</H1
><P
>&#13;	There are few Blender features which can make your
	life easier while animating a character. Let's see them,
	before going deep into details.
	</P
><P
>&#13;	            The auto-key feature can be found in the InfoWindow.  When it is
	            enabled, Blender will automatically set KeyFrames when you move
	            Objects.  This is helpful for people who are not used to explicitly
	            inserting KeyFrames with <B
CLASS="keycap"
>IKEY</B
>.  
			There are two separate toggles
	            for auto-keying: one for Object Mode and one for Pose Mode.  These two
	            options can be set independently of one another from the
			<TT
CLASS="literal"
>Edit Method</TT
> group of buttons in the
			User Preferences Window.
			(<A
HREF="x6482.html#BSG.CHA.F.S68.101"
>Figure 1</A
>).
	        </P
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.101"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/KeyOptions.png"></P
></DIV
><P
><B
>Figure 1. Auto key options</B
></P
></DIV
><P
>&#13;	            Auto Keyframe on <TT
CLASS="literal"
>Object</TT
> will set 
			KeyFrames for Objects that are moved in Object
	            Mode.  Users who are familiar with the Blender interface will likely
	            want to leave this option disabled.
	        </P
><P
>&#13;	            Auto Keyframe on<TT
CLASS="literal"
>Action</TT
> sets KeyFrames 
			for transformations done in Pose Mode.  This
	            ensures that you will not lose a pose by forgetting to insert
	            KeyFrames.  Even users who are familiar with the Blender 
			interface may
	            find this to be a useful feature.
	        </P
><P
>&#13;	            It is possible to display different IPOs in different windows.
	            This is especially valuable while editing Actions, which have a
	            different IPO for each bone. 
	        </P
><P
>&#13;	            <DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.102"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/ActionIPO.png"></P
></DIV
><P
><B
>Figure 2. Pinned Action IPOWindow</B
></P
></DIV
>
	        </P
><P
>&#13;	            You can "pin" an IPO or Action (lock it to the current
	            window) by pressing the pin icon in the header of the
	            window (<A
HREF="x6482.html#BSG.CHA.F.S68.102"
>Figure 2</A
>).
  			The contents of the window will stay there, even
	            when the object is deselected, or another object is
	            selected.  Note that the colour of the IPO block menu will
	            change, along with the background colour of the IPO Window.
	            These serve as reminders that the window is not necessarily
	            displaying the IPO of the currently selected object.
	        </P
><P
>&#13;	            The browse menu is still available while a window is pinned.  In this
	            case however, changing the current data will not affect the current
	            object; it merely changes which data is displayed.
	        </P
></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="c6466.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="x6508.html"
ACCESSKEY="N"
>Next &#62;&#62;&#62;</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>Character Animation</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="c6466.html"
ACCESSKEY="U"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>The Armature Object</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>