Update Action documentation #104974

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Nathan Vegdahl merged 8 commits from nathanvegdahl/blender-manual:slotted_actions into main 2024-11-11 15:52:29 +01:00
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@ -53,7 +53,7 @@ One of the places you can see a slot's associated type is in the action editor's
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.
A slot must have a unique combination of name + associated type within its action. 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. 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:: .. note::
@ -74,7 +74,7 @@ Blender's animation editors (such as the dopesheet, graph editor, etc.) have a *
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. These groups are purely for your convenience and have no impact on how Blender interprets the channels. 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 Working With Actions
==================== ====================
@ -87,7 +87,7 @@ When you first animate an object (or other data-block) in Blender, Blender tries
Manually Assigning Actions and Slots Manually Assigning Actions and Slots
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In addition to letting Blender automatically choose an action and slot for a data-block, you can also manually assign them. 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.
@ -105,7 +105,7 @@ For the active object you can also assign its action and slot in the action Edit
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 will also attempt 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. 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.
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