Update Action documentation #104974
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Actions
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*******
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nathanvegdahl marked this conversation as resolved
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*Actions* are Blender's container for animation data. For example, when you animate the location of an object, that animation is stored in an action rather than directly on the object itself. The object then uses the action to get animated, much the same way that a mesh uses a material to get shaded. All animatable data-blocks (objects, meshes, materials, etc.) are animated this way: they don't store their own animation data, but instead use an action that stores the animation data for them.
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*Actions* are Blender's container for animation data. For example, when you animate the location of an object, that animation is stored in an action rather than directly on the object itself. The object then uses the action to get animated, much the same way that a mesh uses a material to get shaded. All animatable :term:`data-blocks <Data-Block>` (:doc:`objects </scene_layout/object/introduction>`, :doc:`meshes </modeling/meshes/introduction>`, :doc:`materials </render/materials/introduction>`, etc.) are animated this way: they don't store their own animation data, but instead use an action that stores the animation data for them.
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The benefit of this approach is that animation data can be flexibly organized and reused. For example, if you're building a library of animations (run cycles, jumps, idling, etc.), each animation can go into its own action, which can then be linked or imported into other files to be reused as needed.
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When you first animate an object (or other data-block) in Blender, Blender tries to automatically find an appropriate action for it, or if it can't find an appropriate action then it will create one. After an action has been assigned, it also creates and assigns a new slot for the data-block.
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.. note::
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The full heuristics Blender uses to find an appropriate action are beyond the scope of this manual, but can be summarized as: look for actions on closely related attached data-blocks. For example, if a camera object is already animated and you're now inserting keys for its fov (which lives on the camera data, *not* the camera object), the action the object is using will be reused for the camera data as well. For more details on these heuristics, see **TODO**.
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The full heuristics Blender uses to find an appropriate action are beyond the scope of this manual, but can be summarized as: look for actions on closely related attached data-blocks. For example, if a camera object is already animated and you're now inserting keys for its :term:`focal length <Focal Length>` (which lives on the camera data, *not* the camera object), the action the object is using will be reused for the camera data as well. For more details on these heuristics, see **TODO**.
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Manually Assigning Actions and Slots
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@ -18,6 +18,9 @@ This page lists definitions for terms used in Blender and this manual.
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See also :ref:`selection states <object-active>`.
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:doc:`Action </animation/actions>`
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Blender's container for animation data. In Blender, animatable :term:`data-blocks <Data-Block>` do not store their own animation data, but instead store their animation data an actions.
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Action Safe
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Area of the screen visible on most devices. Place content inside it to ensure it does not get cut off.
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Not sure if the glossary entry for 'Action' already links here, but might be worth checking & adding if it doesn't.
Added a glossary entry for "Action" and made it link back here.