<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Action Window</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="Posemode" HREF="x6703.html"><LINK REL="NEXT" TITLE="Non Linear Animation" HREF="x6795.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="x6703.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >Character Animation</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="x6795.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="character_action_window" ></A >Action Window</H1 ><P > An Action is made of one or more Action channels. Each channel corresponds to one of the bones in the armature, and each channel has an Action IPO associated with it. The Action Window provides a means to visualize and Edit all of the IPOs associated with the Action together. </P ><DIV CLASS="tip" ><P ></P ><TABLE CLASS="tip" WIDTH="100%" BORDER="0" ><TR ><TD WIDTH="25" ALIGN="CENTER" VALIGN="TOP" ><IMG SRC="./stylesheet-images/tip.gif" HSPACE="5" ALT="Tip"></TD ><TD ALIGN="LEFT" VALIGN="TOP" ><P > You can activate the Action Window with <B CLASS="keycap" >SHIFT-F12</B > (<A HREF="x6746.html#BSG.CHA.F.S68.110" >Figure 10</A >). </P ></TD ></TR ></TABLE ></DIV ><DIV CLASS="figure" ><A NAME="BSG.CHA.F.S68.110" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartA/character_animation/gfx/ActionWindow.png"></P ></DIV ><P ><B >Figure 10. Action Window</B ></P ></DIV ><P > For every key set in a given Action IPO, a marker will be displayed at the appropriate frame in the Action Window. This is similar to the "Key" mode in the IPO Window. For Action channels with constraint IPOs, there will be one or more additional constraint channels beneath each Action channel. These channels can be selected independently of their owner channels (<A HREF="x6746.html#BSG.CHA.F.S68.111" >Figure 11</A >). </P ><DIV CLASS="figure" ><A NAME="BSG.CHA.F.S68.111" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartA/character_animation/gfx/constraint_in_act.png"></P ></DIV ><P ><B >Figure 11. Action Window with a Constraint</B ></P ></DIV ><P > A block of Action keys can be selected by either <B CLASS="keycap" >RMB</B > on them or by using the boundary select tool (<B CLASS="keycap" >BKEY</B >). Selected keys are highlighted in yellow. Once selected, the keys can be moved by pressing <B CLASS="keycap" >GKEY</B > and moving the mouse. Holding <B CLASS="keycap" >CTRL</B > will lock the movement to whole-frame intervals. <B CLASS="keycap" >LMB</B > will finalize the new location of the keys, while <B CLASS="keycap" >ESC</B > cancels the Action and returns to previous state. </P ><P > A block of Action keys can also be scaled horizontally (effectively speeding-up or slowing-down the Action) by selecting number of keys and pressing <B CLASS="keycap" >SKEY</B >. Moving the mouse horizontally will scale the block. <B CLASS="keycap" >LMB</B > will finalize the operation. </P ><P > Delete one or more selected Action keys by pressing <B CLASS="keycap" >XKEY</B > when the mouse cursor is over the KeyFrame area of the Action Window. </P ><P > A block of Action keys can be duplicated and moved within the same Action by selecting the desired keys and pressing <B CLASS="keycap" >SHIFT-D</B >. This will immediately enter grab mode so that the new block of keys can be moved. Subsequently <B CLASS="keycap" >LMB</B > will finalize the location of the new keys. <B CLASS="keycap" >ESC</B > will exit grab, but won't remove duplicates. </P ><P > You can also delete one or more entire Action or constraint channels (and all associated keys) by selecting the channels in the left-most portion of the Action Window (the selected channels will be highlighted in blue). With the mouse still over the left-hand portion of the window, press <B CLASS="keycap" >XKEY</B > and confirm the deletion. Note that there is no undo so perform this operation with care. Also note that deleting an Action channel that contains constraint channels will delete those constraint channels as well. </P ><DIV CLASS="tip" ><P ></P ><TABLE CLASS="tip" WIDTH="100%" BORDER="0" ><TR ><TD WIDTH="25" ALIGN="CENTER" VALIGN="TOP" ><IMG SRC="./stylesheet-images/tip.gif" HSPACE="5" ALT="Tip"></TD ><TH ALIGN="LEFT" VALIGN="CENTER" ><B >Baking Actions</B ></TH ></TR ><TR ><TD > </TD ><TD ALIGN="LEFT" VALIGN="TOP" ><P > If you have an animation that involves constraints and you would like to use it in the game engine (which does not evaluate constraints, and is not covered in this Book), you can bake the Action by pressing the <TT CLASS="literal" >BAKE</TT > button in the Action Window ToolBar. This will create a new Action in which every frame is a KeyFrame. This Action can be played in the game engine and should display correctly with all constraints removed. For best results, make sure that all constraint targets are located within the same armature. </P ></TD ></TR ></TABLE ></DIV ><P > You can actually see the Action IPO associated to a bone In the IPO Window instead than in the Action Window if you switch to IPO Window (<A HREF="x6746.html#BSG.CHA.F.S68.112" >Figure 12</A >). The Action IPO is a special IPO type that is only applicable to bones. Instead of using Euler angles to encode rotation, Action IPOs use quaternions, which provide better interpolation between Poses. </P ><DIV CLASS="figure" ><A NAME="BSG.CHA.F.S68.112" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartA/character_animation/gfx/ActionIPO.png"></P ></DIV ><P ><B >Figure 12. Action IPO</B ></P ></DIV ><P > Quaternions use a four-component vector. It is generally difficult and unintuitive to describe the relationships of these quaternion channels to the resulting orientation, but it is often not necessary. It is best to generate quaternion KeyFrames by manipulating the bones directly, only editing the specific curves to adjust lead-in and lead-out transitions. </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="x6703.html" ACCESSKEY="P" ><<< 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="x6795.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Posemode</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c6466.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Non Linear Animation</TD ></TR ></TABLE ></DIV ></BODY ></HTML >