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Actions
*******
nathanvegdahl marked this conversation as resolved

Not sure if the glossary entry for 'Action' already links here, but might be worth checking & adding if it doesn't.

Not sure if the glossary entry for 'Action' already links here, but might be worth checking & adding if it doesn't.
Review

Added a glossary entry for "Action" and made it link back here.

Added a glossary entry for "Action" and made it link back here.
*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.
*Actions* are Blender's container for animation data. For example, when you
nathanvegdahl marked this conversation as resolved Outdated

It may help to keep the word Action capitalised, to emphasise that it's the name of a data-block, rather than a normal noun. No strong preference though, and the rest of the text consistently uses 'normal case'.

When talking about meshes, materials, and shading, add a link to the relevant chapter of the documentation.


data-blocks

Link to the glossary


And as a meta-thing: maybe it's a good idea to rewrap paragraphs instead of having them as long sentences, if anything it'll make reviewing the PR easier (with Gitea's one-note-per-line limitation).

It may help to keep the word Action capitalised, to emphasise that it's the name of a data-block, rather than a normal noun. No strong preference though, and the rest of the text consistently uses 'normal case'. When talking about meshes, materials, and shading, add a link to the relevant chapter of the documentation. ------ > data-blocks Link to the glossary ------ And as a meta-thing: maybe it's a good idea to rewrap paragraphs instead of having them as long sentences, if anything it'll make reviewing the PR easier (with Gitea's one-note-per-line limitation).

Good point about the wrapping. I'll do that after I've addressed the rest of your comments.

Re: keeping Action capitalized, I agree and actually initially wrote it that way. I changed it to be consistent with the rest of the manual (I didn't read the whole manual, but checked a handful of randomly selected pages, and none of them capitalized things that way), which I think is more important. Might be something to change throughout the manual at some point.

Good point about the wrapping. I'll do that after I've addressed the rest of your comments. Re: keeping Action capitalized, I agree and actually initially wrote it that way. I changed it to be consistent with the rest of the manual (I didn't read the whole manual, but checked a handful of randomly selected pages, and none of them capitalized things that way), which I think is more important. Might be something to change throughout the manual at some point.
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
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Add that an Action is also a data-block, and thus that it can be appended/linked to other files.

Add that an Action is also a data-block, and thus that it can be appended/linked to other files.
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:
nathanvegdahl marked this conversation as resolved Outdated

The combination of "both" and "and also" seems a bit much, especially with the doubling of "it uses". Maybe just "…specifies both an action and a slot within that action, and that determines…"?

The combination of "both" and "and also" seems a bit much, especially with the doubling of "it uses". Maybe just "…specifies both an action and a slot within that action, and that determines…"?
they don't store their own animation data, but instead use an action that stores
the animation data for them.
Actions are also data-blocks themselves, and therefore can be easily appended or linked into other blend files. This lets actions be used not just for storage, but also for organizing and reusing animation data. 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 conveniently linked or exported as a distinct animation.
Actions are also data-blocks themselves, and therefore can be easily appended or
linked into other blend files. This lets actions be used not just for storage,
but also for organizing and reusing animation data. 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 conveniently linked or
exported as a distinct animation.
Action Slots
============
The animation data inside an action is further organized into *Slots*. Each action has a set of slots and different animation data for each of those slots. An animated data-block then specifies both an action and a slot within that action, and that determines which animation data the data-block is animated by.
The animation data inside an action is further organized into *Slots*. Each
action has a set of slots and different animation data for each of those slots.
An animated data-block then specifies both an action and a slot within that
action, and that determines which animation data the data-block is animated by.
.. figure:: /images/animation_actions_slots_ui.png
Action selector and its accompanying slot selector in the properties of an object, for seeing and selecting which action and slot animate the object.
Action selector and its accompanying slot selector in the properties of an
object, for seeing and selecting which action and slot animate the object.
The purpose of slots is to allow an action to store distinct animation data for multiple data-blocks. For example, you may have an animation of a bouncing ball that changes its color on each bounce, and that involves two data-blocks: the object and its material. Slots allow you to put both the object's animation and the material's animation in the same action by having a different slot for each.
The purpose of slots is to allow an action to store distinct animation data for
multiple data-blocks. For example, you may have an animation of a bouncing ball
that changes its color on each bounce, and that involves two data-blocks: the
object and its material. Slots allow you to put both the object's animation and
the material's animation in the same action by having a different slot for each.
.. figure:: /images/animation_actions_slots_diagram_object_and_material.png
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You can set these names however you like, but by default slots are named after the data-block they were initially created for.

I'd split this up into two sentences, as the "but" implies some [I can't come up with the right word here. Conflct? Negativity?] that simply doesn't exist.

> You can set these names however you like, but by default slots are named after the data-block they were initially created for. I'd split this up into two sentences, as the "but" implies some [I can't come up with the right word here. Conflct? Negativity?] that simply doesn't exist.
Visualization of a ball and its material connected to different slots in an action.
Visualization of a ball and its material connected to different slots in an
action.
In this example there is one slot for an object and one slot for a material, but you can have as many slots as you like for as many objects, materials, lights, etc. as you like. If you're baking down a simulation of 100 bouncing balls, you could store that animation in single action with 100 slots.
In this example there is one slot for an object and one slot for a material, but
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This is also shown in the side-panel of the Action editor, whenever there is an active Slot.

This is also shown in the side-panel of the Action editor, whenever there is an active Slot.

That's true, but I wasn't meaning to be exhaustive here, but rather give one place that this is visible to help illustrate the concept. I'll try rephrasing to make that clearer.

That's true, but I wasn't meaning to be exhaustive here, but rather give one place that this is visible to help illustrate the concept. I'll try rephrasing to make that clearer.
you can have as many slots as you like for as many objects, materials, lights,
etc. as you like. If you're baking down a simulation of 100 bouncing balls, you
could store that animation in single action with 100 slots.
.. figure:: /images/animation_actions_slots_diagram_many_objects.png
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A slot must have a unique combination of name + associated type within its action.

This is a bit ambiguous, as it can be read as (name) + (associated type within its action). Maybe it's better to elaborate a bit more, at the cost of some repetition (which in itself might be good, as this is a complex topic until it clicks). How's this?

"As described above, each slot has a name and an associated type. This combination of name + type has to be unique within its action."

but not if they are both for objects.

It might help to clarify things when you describe the 'positive case' here. So instead of saying that it doesn't work when they are both for object, explain what it would look like if that were the case. Something like:

"When they are both for objects, their associated type is the same, and thus they have to have different names. Blender will use the familiar approach and name them Cube and Cube.001."

Actually, I think you can keep the 'it doesn't work when they are both for object' text, and just add the above as well.

> A slot must have a unique combination of name + associated type within its action. This is a bit ambiguous, as it can be read as (name) + (associated type within its action). Maybe it's better to elaborate a bit more, at the cost of some repetition (which in itself might be good, as this is a complex topic until it clicks). How's this? "As described above, each slot has a name and an associated type. This combination of name + type has to be unique within its action." > but not if they are both for objects. It might help to clarify things when you describe the 'positive case' here. So instead of saying that it doesn't work when they are both for object, explain what it would look like if that were the case. Something like: "When they are both for objects, their associated type is the same, and thus they have to have different names. Blender will use the familiar approach and name them `Cube` and `Cube.001`." Actually, I think you can keep the 'it doesn't work when they are both for object' text, and just add the above as well.

This is a bit ambiguous, as it can be read as (name) + (associated type within its action).

Ah! Good catch. I think it can be fixed by just rearranging the clauses: "Within an action, a slot must have a unique combination of name + associated type."

> This is a bit ambiguous, as it can be read as (name) + (associated type within its action). Ah! Good catch. I think it can be fixed by just rearranging the clauses: "Within an action, a slot must have a unique combination of name + associated type."
Visualization of many balls all connected to different slots in an action.
Not all actions need to take advantage of slots: you are free to use 100 separate actions for all those bouncing balls if you prefer. Nevertheless, the animation data in an action is always organized into slots, and therefore you need at least one slot in an action in order to animate something.
Not all actions need to take advantage of slots: you are free to use 100
separate actions for all those bouncing balls if you prefer. Nevertheless, the
animation data in an action is always organized into slots, and therefore you
need at least one slot in an action in order to animate something.
Note that slots are not "for" any specific data-block: any data-block can use any slot. For example, you can have two different characters use the same slot in the same action, and they'll both simply get animated by the same animation data. Slots are just a way to organize distinct animation data within an action, and don't have any intrinsic attachment to anything in the scene.
Note that slots are not "for" any specific data-block: any data-block can use
any slot. For example, you can have two different characters use the same slot
in the same action, and they'll both simply get animated by the same animation
data. Slots are just a way to organize distinct animation data within an action,
and don't have any intrinsic attachment to anything in the scene.
.. note::
Internally, the animation data in an action is further organized into layers and strips. This is not currently exposed in the UI and does not impact how you use actions right now. It is purely in preparation for future animation features that are not yet in Blender, and you can safely ignore it for now.
Internally, the animation data in an action is further organized into layers
and strips. This is not currently exposed in the UI and does not impact how
you use actions right now. It is purely in preparation for future animation
features that are not yet in Blender, and you can safely ignore it for now.
However, layers and strips *are* exposed in the Python API, so you will need to be aware of this when writing scripts and addons that work with actions. See the Python API documentation for more details.
However, layers and strips *are* exposed in the Python API, so you will need
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These groups are purely for your convenience and have no impact on how Blender interprets the channels.

😹 if only that were true. AFAIK there's still code that loops over the groups, and assumes that this is enough to get the list of animated bones. IMO that's just a bad implementation and if (well, when) this causes issues for people it's great to get a bug report about this so it can get fixed.

> These groups are purely for your convenience and have no impact on how Blender interprets the channels. 😹 if only that were true. AFAIK there's still code that loops over the groups, and assumes that this is enough to get the list of animated bones. IMO that's just a bad implementation and if (well, when) this causes issues for people it's great to get a bug report about this so it can get fixed.

I'm unclear on what you want here: should I change this or leave it as-is? I was aware I was lying here (😆), but I felt like it was a "good" lie for the reasons you outlined.

I'm unclear on what you want here: should I change this or leave it as-is? I was aware I was lying here (😆), but I felt like it was a "good" lie for the reasons you outlined.

Yeah, just keep the lie, as at some point in the future it'll "automatically" become true.

Yeah, just keep the lie, as at some point in the future it'll "automatically" become true.
to be aware of this when writing scripts and addons that work with actions.
See the Python API documentation for more details.
Slot Names and Associated Types
-------------------------------
Each slot in an action has a name, and you are free to name them whatever you like. By default slots are named after the data-block they were initially created for.
Each slot in an action has a name, and you are free to name them whatever you
like. By default slots are named after the data-block they were initially
nathanvegdahl marked this conversation as resolved Outdated

The full heuristics Blender uses to find an appropriate action are beyond the scope of this manual

I think it's good to explain why. Even when this heuristic might change in the future, I don't see it being in constant flux, and thus IMO it would be fine to just explain how it works.

its fov

Use proper puncuation to indicate this is an abbreviation, and make it link to the glossary. Or just write "Field of View". And link it to the glossary.

> The full heuristics Blender uses to find an appropriate action are beyond the scope of this manual I think it's good to explain why. Even when this heuristic might change in the future, I don't see it being in constant flux, and thus IMO it would be fine to just explain how it works. > its fov Use proper puncuation to indicate this is an abbreviation, and make it link to the glossary. Or just write "Field of View". And link it to the glossary.

I don't see it being in constant flux, and thus IMO it would be fine to just explain how it works.

I agree it's unlikely to change much, if at all. The reason I left it out of scope is because of how detailed the heuristics are (basically a table of which data-blocks are considered related and when), and knowing the details doesn't seem important to normal usage...? Where the specific details become more relevant is when doing scripting that interacts with this, I think?

So instead I opted to give the broad idea behind it, and refer people elsewhere for people who do need the details. Although as is clear from the todo, I don't know where yet. But I agree that it should be documented somewhere.

> I don't see it being in constant flux, and thus IMO it would be fine to just explain how it works. I agree it's unlikely to change much, if at all. The reason I left it out of scope is because of how detailed the heuristics are (basically a table of which data-blocks are considered related and when), and knowing the details doesn't seem important to normal usage...? Where the specific details become more relevant is when doing scripting that interacts with this, I think? So instead I opted to give the broad idea behind it, and refer people elsewhere for people who do need the details. Although as is clear from the todo, I don't know where yet. But I agree that it should be documented *somewhere*.

Re: explaining the related data-blocks: after sleeping on it over the weekend, I think I've come around to explaining this in a bit more detail, and then we can get rid of the TODO to link it. I'll try to explain it as concisely as I can without turning it into a table. It probably won't be fully detailed, but should give enough info for users to predict what will happen in typical cases.

Re: explaining the related data-blocks: after sleeping on it over the weekend, I think I've come around to explaining this in a bit more detail, and then we can get rid of the TODO to link it. I'll try to explain it as concisely as I can without turning it into a table. It probably won't be fully detailed, but should give enough info for users to predict what will happen in typical cases.
created for.
In addition to having a name, each slot also has an associated data-block type that it is intended for (for example, "material", "object", etc.). This is set automatically when a slot is first assigned to animate a data-block.
In addition to having a name, each slot also has an associated data-block type
that it is intended for (for example, "material", "object", etc.). This is set
automatically when a slot is first assigned to animate a data-block.
nathanvegdahl marked this conversation as resolved Outdated

"Rather than" → "In addition to"

"Rather than" → "In addition to"
One of the places you can see a slot's associated type is in the action editor's channel list, where it's displayed as an icon next to the slot's name.
One of the places you can see a slot's associated type is in the action editor's
nathanvegdahl marked this conversation as resolved Outdated

In the properties of each data-block

This is not true. We've only added them to the Properties editor, which doesn't include every data-block type.

> In the properties of each data-block This is not true. We've only added them to the Properties editor, which doesn't include every data-block type.

That's what I was intending to get across, but clearly failed, ha ha. I'll try rephrasing to make that clearer, without getting too verbose.

That's what I was intending to get across, but clearly failed, ha ha. I'll try rephrasing to make that clearer, without getting too verbose.
channel list, where it's displayed as an icon next to the slot's name.
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Add an explanation as to why you would do this. Also include that you can assign an action but keep the slot unassigned, and what you'd use that for.

Add an explanation as to _why_ you would do this. Also include that you can assign an action but keep the slot unassigned, and what you'd use that for.
.. figure:: /images/animation_actions_slots_in_channel_list.png
Slots displayed in the :doc:`Action Editor's </editors/dope_sheet/modes/action>` channel list, with their associated type as an icon to the right of their name.
Slots displayed in the :doc:`Action Editor's </editors/dope_sheet/modes/action>`
channel list, with their associated type as an icon to the right of their name.
Within an action, a slot must have a unique combination of name + associated type. For example, you can have two slots named "Cube" in an action as long as one of them is for objects and the other is for materials, but not if they are both for objects. When they are both for objects, their associated type is the same, and thus they must have different names. In that case Blender will use the familiar approach and name them "Cube" and "Cube.001".
Within an action, a slot must have a unique combination of name + associated
type. For example, you can have two slots named "Cube" in an action as long as
one of them is for objects and the other is for materials, but not if they are
both for objects. When they are both for objects, their associated type is the
same, and thus they must have different names. In that case Blender will use the
familiar approach and name them "Cube" and "Cube.001".
.. note::
nathanvegdahl marked this conversation as resolved Outdated

Add what to do in this case. Something like "You can then create a new slot yourself, or just start keying to let Blender create it for you".

Add what to do in this case. Something like "You can then create a new slot yourself, or just start keying to let Blender create it for you".
Although it's not useful, and Blender makes this difficult to do, it is nevertheless possible to cause slots to get assigned to a data-block of the wrong type. For example, assigning a slot intended for materials to an object. Nothing bad happens if you manage to do this, but the F-Curves of that slot are unlikely to match any properties on the mismatched data-block, and therefore won't animate anything.
Although it's not useful, and Blender makes this difficult to do, it is
nevertheless possible to cause slots to get assigned to a data-block of the
wrong type. For example, assigning a slot intended for materials to an
object. Nothing bad happens if you manage to do this, but the F-Curves of
that slot are unlikely to match any properties on the mismatched data-block,
and therefore won't animate anything.
F-Curves & Channels
===================
:doc:`F-Curves </editors/graph_editor/fcurves/introduction>` are the fundamental unit of animation in Blender, and are the main kind of animation data that actions contain. Each F-Curve contains keyframes that define how a property (such as the X location of an object) should change over time.
:doc:`F-Curves </editors/graph_editor/fcurves/introduction>` are the fundamental
unit of animation in Blender, and are the main kind of animation data that
actions contain. Each F-Curve contains keyframes that define how a property
(such as the X location of an object) should change over time.
.. figure:: /images/animation_actions_keyframes.png
:doc:`Graph Editor</editors/graph_editor/introduction>`, displaying three F-Curves for three different properties.
:doc:`Graph Editor</editors/graph_editor/introduction>`, displaying three
F-Curves for three different properties.
Blender's animation editors (such as the dopesheet, graph editor, etc.) have a **channel list** on their left side that display animated properties. For actions, these channels correspond to the F-Curves that animate those properties.
Blender's animation editors (such as the dopesheet, graph editor, etc.) have a
**channel list** on their left side that display animated properties. For
actions, these channels correspond to the F-Curves that animate those
properties.
.. figure:: /images/animation_actions_channels_and_groups.png
The :doc:`Dopesheet Editor's </editors/dope_sheet/introduction>` channel list, with the animated channels of various bones grouped under their bone names.
The :doc:`Dopesheet Editor's </editors/dope_sheet/introduction>` channel
list, with the animated channels of various bones grouped under their bone
names.
Channels also support a limited form of organization called "channel groups". For example, by default Blender creates a channel group for the channels of each bone. There are a few features in Blender that rely on the groups, but mostly they are just for your convenience.
Channels also support a limited form of organization called "channel groups".
For example, by default Blender creates a channel group for the channels of each
bone. There are a few features in Blender that rely on the groups, but mostly
they are just for your convenience.
Working With Actions
====================
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.
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.
.. note::
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**.
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**.
Manually Assigning Actions and Slots
------------------------------------
In addition to letting Blender automatically choose an action and slot for a data-block, you can also manually assign them. This can be used to assign existing animation to a data-block by selecting both the action and slot. It can also be used to specify an action for a data-block's keys to go into, by assigning the action but leaving the slot blank, in which case a new slot will be created when the first key is set.
In addition to letting Blender automatically choose an action and slot for a
data-block, you can also manually assign them. This can be used to assign
existing animation to a data-block by selecting both the action and slot. It can
also be used to specify an action for a data-block's keys to go into, by
assigning the action but leaving the slot blank, in which case a new slot will
be created when the first key is set.
For each data-block in the properties editor there is an Animation panel with action and slot selectors. You can use these to assign actions and slots to a data-block.
For each data-block in the properties editor there is an Animation panel with
action and slot selectors. You can use these to assign actions and slots to a
data-block.
.. figure:: /images/animation_actions_properties_action_slot_selector.png
The action and slot selector for Camera data in the :doc:`Properties Editor </editors/properties_editor>`.
The action and slot selector for Camera data in the
:doc:`Properties Editor </editors/properties_editor>`.
For the active object you can also assign its action and slot in the action Editor's header.
For the active object you can also assign its action and slot in the action
Editor's header.
.. figure:: /images/animation_actions_action_editor_action_slot_selector.png
The action and slot selector for the active object (in this case a camera object) in the :doc:`Action Editor </editors/dope_sheet/modes/action>`.
The action and slot selector for the active object (in this case a camera object) in the
:doc:`Action Editor </editors/dope_sheet/modes/action>`.
.. note::
When selecting a slot for a data-block, you won't necessarily see all the slots of an action listed in the dropdown. This is because Blender limits that dropdown to the slots with an associated type that matches the data-block.
When selecting a slot for a data-block, you won't necessarily see all the
slots of an action listed in the dropdown. This is because Blender limits
that dropdown to the slots with an associated type that matches the
data-block.
When you select an action to animate a data-block, for convenience Blender attempts to automatically select an appropriate slot for you based on name and associated type. If no appropriate slot is found then the slot selector will remain empty, in which case you can manually select an existing slot, create a new one, or just start keying and let Blender automatically create a new slot for you. If Blender assigns a slot you didn't want, you can select another slot manually or simply clear the slot selection.
When you select an action to animate a data-block, for convenience Blender
attempts to automatically select an appropriate slot for you based on name and
associated type. If no appropriate slot is found then the slot selector will
remain empty, in which case you can manually select an existing slot, create a
new one, or just start keying and let Blender automatically create a new slot
for you. If Blender assigns a slot you didn't want, you can select another slot
manually or simply clear the slot selection.
NLA
---
Actions can also be assigned to NLA strips within a data-block's NLA system. Please see the documentation for the :doc:`NLA Editor </editors/nla/introduction>` for how to animate data-blocks via the NLA system.
Actions can also be assigned to NLA strips within a data-block's NLA system.
Please see the documentation for the :doc:`NLA Editor </editors/nla/introduction>`
for how to animate data-blocks via the NLA system.
.. _actions-properties: