Update Action documentation #104974
@ -150,14 +150,26 @@ to automatically find an appropriate action for it, or if it can't find an
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appropriate action then it will create one. After an action has been assigned,
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it also creates and assigns a new slot for the data-block.
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Blender uses heuristics to try to find an appropriate action, based on the
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idea that animation of closely related data-blocks should typically go in the
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same action. For example, an object and its data are considered closely related,
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so if a camera object is already animated and you insert keys for its
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:term:`focal length <Focal Length>` (which lives on the camera data, *not* the
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camera object), the action that's assigned to the object will be reused for the
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camera data as well. These relationships go both ways, so the action will also
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be reused when keying the camera object if the camera data is already animated.
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Some examples of other data-blocks that are considered closely related for this
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purpose are: materials and their embedded node trees, worlds and their embedded
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node trees, and meshes and their shape key data.
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.. note::
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The full heuristics Blender uses to find an appropriate action are beyond the
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scope of this manual, but can be summarized as: look for actions on closely
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related attached data-blocks. For example, if a camera object is already
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animated and you're now inserting keys for its :term:`focal length <Focal Length>`
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(which lives on the camera data, *not* the camera object), the action the object
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is using will be reused for the camera data as well. For more details on these
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heuristics, see **TODO**.
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There is an exception to this "closely related" heuristic, which is when a
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data-block has more than one user. For example, if a single mesh data-block
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is used by multiple mesh objects, then the relationship is ignored and the
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mesh data and its users will get separate actions despite otherwise being
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considered closely related.
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Manually Assigning Actions and Slots
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------------------------------------
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