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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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><H1
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><A
NAME="character_nla_window"
></A
>Non Linear Animation</H1
><P
>&#13;			Non Linear Animation is a technique somewhat akin to RVK used
			to merge different, simple, Actions in complex, fluid Actions.
	            The NLA Window gives an overview of all of the animation in
	            your scene.  From here you can edit the timing of 
			<I
CLASS="emphasis"
>all</I
> IPOs,
	            as if they were in the Action Window.  Much of the editing
	            functionality is the same as the Action Window.
	        </P
><P
>&#13;	            You can display the NLAWindow with
	            <B
CLASS="keycap"
>CTRL-SHIFT-F12</B
> (<A
HREF="x6795.html#BSG.CHA.F.S68.113"
>Figure 13</A
>).

	        </P
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.113"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/NLAWindow.png"></P
></DIV
><P
><B
>Figure 13. NLA Window</B
></P
></DIV
><P
>&#13;	            You can also use this window to perform Action blending and
	            other Non-Linear Animation tasks.  You add and move Action
	            Strips in a fashion similar to the Sequence Editor, and
	            generate blending transitions for them.
	        </P
><P
>&#13;	            In the NLA Window Actions are displayed as a single strip
	            below the object's strip; all of the KeyFrames of the Action
	            (constraint channel KeyFrames included) are displayed on one
	            line (<A
HREF="x6795.html#BSG.CHA.F.S68.114"
>Figure 14</A
>).
	            To see an expanded view of the Action, use the Action
	            Window.
	        </P
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.114"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/Action_in_nla.png"></P
></DIV
><P
><B
>Figure 14. Expanded Action in NLA Window</B
></P
></DIV
><P
>&#13;	            Objects with constraint channels will display one or more
	            additional constraint strips below the object strip.  The
	            constraint strip can be selected independently of its owner
        		object (<A
HREF="x6795.html#BSG.CHA.F.S68.115"
>Figure 15</A
>).
	        </P
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.115"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/constraint_in_nla.png"></P
></DIV
><P
><B
>Figure 15. Expanded Constraint in NLA Window</B
></P
></DIV
><P
>&#13;	            <B
CLASS="keycap"
>RMB</B
> clicking on object names in the NLA
	            Window will select the appropriate objects in the 3D Window.
	            Selected object strips are drawn in blue, while unselected
	            ones are red.
	        </P
><P
>&#13;	            You can remove constraint channels from objects by clicking
	            <B
CLASS="keycap"
>RMB</B
> on the constraint channel name and
	            pressing <B
CLASS="keycap"
>XKEY</B
>.
	        </P
><DIV
CLASS="note"
><P
></P
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><P
>&#13;	                Note that only armatures, or objects with IPOs will appear in the NLA Window.
	            </P
></TD
></TR
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></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="character_nla_window_using_action_strips"
></A
>Working with Action Strips</H2
><P
>&#13;	            Action strips can only be added to Armature objects.  The
	            object does not necessarily need to have an Action
	            associated with it first.
	        </P
><P
>&#13;	            Add an Action strip to an object by moving the mouse cursor
	            over the object name in the NLA Window and pressing
	            <B
CLASS="keycap"
>SHIFT-A</B
> and choosing the appropriate Action
	            to add from the popup menu.  Note that you can only have one
	            Action strip per line.
	        </P
><P
>&#13;	            You can select, move and delete Action strips along with
	            other KeyFrames in the NLA Window.
	        </P
><P
>&#13;	            The strips are evaluated top to bottom.  Channels specified
	            in strips later in the list override channels specified in
	            earlier strips.
	        </P
><P
>&#13;	            You can still create animation on the armature itself.
	            Channels in the local Action on the armature override
	            channels in the strips.  Note that once you have created a
	            channel in the local Action, it will always override all
	            Actions.  If you want to create an override for only part of
	            the timeline, you can convert the local Action to an Action
	            strip by pressing <B
CLASS="keycap"
>CKEY</B
> with your mouse over the
	            armature's name in the NLA Window.  This removes the Action
	            from the armature and puts it at the end of the Action strip
	            list.
	        </P
><P
>&#13;	            Each strip has several options which can be accessed by
	            selecting the strip and pressing <B
CLASS="keycap"
>NKEY</B
>
			(<A
HREF="x6795.html#BSG.CHA.F.S68.116"
>Figure 16</A
>). The
	            options available are as follows:
	        </P
><DIV
CLASS="figure"
><A
NAME="BSG.CHA.F.S68.116"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartA/character_animation/gfx/NLAOptions.png"></P
></DIV
><P
><B
>Figure 16. NLA Action Strip Options</B
></P
></DIV
><P
></P
><UL
><LI
><P
><TT
CLASS="literal"
>&#13;        	StripStart/StripEnd</TT
> - 
	            The first and last fame of the Action strip in the timeline
	        </P
></LI
><LI
><P
><TT
CLASS="literal"
>&#13;		ActionStart/ActionEnd</TT
> -
	            The range of keys to read from the Action.  The end may be
	            less than the start which will cause the Action to play
	            backwards.
	        </P
></LI
><LI
><P
><TT
CLASS="literal"
>&#13;        	Blendin/Blendout</TT
> - 
	            The number of frames of transition to generate between this
	            Action and the one before it in the Action strip list.
	        </P
></LI
><LI
><P
><TT
CLASS="literal"
>&#13;        	Repeat</TT
> - 
	            The number of times the Action range should repeat.  Not
	            compatible with <TT
CLASS="literal"
>Use Path</TT
> setting.
  		  </P
></LI
><LI
><P
><TT
CLASS="literal"
>&#13;        	Stride</TT
> -
	            The distance (in Blender units) that the character moves in
	            a single cycle of the Action (usually a walk cycle Action).
	            This field is only needed if <TT
CLASS="literal"
>Use Path</TT
> is specified.
	        </P
></LI
><LI
><P
><TT
CLASS="literal"
>&#13;        	Use Path</TT
> - 
	            If an armature is the child of a path or curve and has a
	            <TT
CLASS="literal"
>Stride</TT
> value, this button will choose the frame of animation
	            to display based on the object's position along the path.
	            Great for walkcycles.
	        </P
></LI
><LI
><P
><TT
CLASS="literal"
>&#13;        	Hold</TT
> - 
	            If this is enabled, the last frame of the Action will be
	            displayed forever, unless it is overridden by another
	            Action.  Otherwise the armature will revert to its rest
	            position.
	        </P
></LI
><LI
><P
><TT
CLASS="literal"
>&#13;        	Add</TT
> - 
	            Specifies that the transformations in this strip should <I
CLASS="emphasis"
>add</I
>
	            to any existing animation data, instead of overwriting it.
	        </P
></LI
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