Update Action documentation #104974

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@ -150,14 +150,26 @@ 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.
Blender uses heuristics to try to find an appropriate action, based on the
idea that animation of closely related data-blocks should typically go in the
same action. For example, an object and its data are considered closely related,
so if a camera object is already animated and you insert keys for its
:term:`focal length <Focal Length>` (which lives on the camera data, *not* the
camera object), the action that's assigned to the object will be reused for the
camera data as well. These relationships go both ways, so the action will also
be reused when keying the camera object if the camera data is already animated.
Some examples of other data-blocks that are considered closely related for this
purpose are: materials and their embedded node trees, worlds and their embedded
node trees, and meshes and their shape key data.
.. 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**.
There is an exception to this "closely related" heuristic, which is when a
data-block has more than one user. For example, if a single mesh data-block
is used by multiple mesh objects, then the relationship is ignored and the
mesh data and its users will get separate actions despite otherwise being
considered closely related.
Manually Assigning Actions and Slots
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