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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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>Action Window</H1
><P
>&#13;	            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
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>&#13;	                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
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><IMG
SRC="PartA/character_animation/gfx/ActionWindow.png"></P
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><P
><B
>Figure 10. Action Window</B
></P
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><P
>&#13;	            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
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><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
>&#13;	            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
>&#13;	            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
>&#13;	            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
>&#13;	            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
>&#13;			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
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><B
>Baking Actions</B
></TH
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><TR
><TD
>&nbsp;</TD
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><P
>&#13;	            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
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></DIV
><P
>&#13;			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
>&#13;	            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
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