Update Action documentation #104974
@ -5,70 +5,111 @@
|
||||
Actions
|
||||
*******
|
||||
nathanvegdahl marked this conversation as resolved
|
||||
|
||||
When animating objects and properties in Blender, Actions record and contain the data.
|
||||
As everything else in Blender, Actions are data-blocks.
|
||||
*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.
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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.
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).
Nathan Vegdahl
commented
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.
|
||||
|
||||
.. figure:: /images/animation_actions_data3.png
|
||||
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.
|
||||
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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.
|
||||
Actions.
|
||||
Action Slots
|
||||
============
|
||||
|
||||
So when you animate an object by changing its location with keyframes,
|
||||
the animation is saved to the Action.
|
||||
The animation data inside an action is further organized into *Slots*. Each slot has animation data for a single data-block, and an animated data-block must specify not only which action it uses but also which slot within that action it uses.
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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…"?
|
||||
|
||||
Each property has a channel which it is recorded to, for example,
|
||||
``Cube.location.x`` is recorded to Channel X Location.
|
||||
The *X location* and *Y location* properties can be shared across multiple objects,
|
||||
if all objects have *X location* and *Y location* properties beneath them.
|
||||
.. figure:: /images/animation_actions_slots_ui.png
|
||||
|
||||
Action selector and its accompanying slot selector. **TODO: create this screenshot.**
|
||||
|
||||
Slots allow an action to store animation data for more than one data-block at a time. For example, you may have an animation of a bouncing ball that changes its color on each bounce. That would involve 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 slot for each.
|
||||
|
||||
.. figure:: /images/animation_actions_slots_diagram.png
|
||||
|
||||
Visualization of a ball and its material connected to different slots in an action. **TODO: create this diagram.**
|
||||
|
||||
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.
|
||||
|
||||
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, 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::
|
||||
|
||||
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 utilize actions right now. It is purely in preparation for future animation features that are not yet in Blender, and can be safely ignored 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.
|
||||
|
||||
Slot Names and Associated Types
|
||||
-------------------------------
|
||||
|
||||
Each slot in an action has a name. You can set these names however you like, but by default slots are named after the data-block they were initially 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 the animation editors you can see the associated type of each slot displayed as an icon next to its name in the channel list.
|
||||
|
||||
.. figure:: /images/animation_actions_slots_in_channel_list.png
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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.
|
||||
|
||||
Slots displayed in the :doc:`Dopesheet Editor's </editors/dope_sheet/introduction>` channel list, with their associated type as an icon. **TODO: create this screenshot.**
|
||||
|
||||
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.
|
||||
dr.sybren marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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.
Nathan Vegdahl
commented
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.
|
||||
|
||||
.. note::
|
||||
|
||||
Although it's not useful, and Blender tries to make it difficult to do, it is nevertheless possible 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
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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."
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 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.
Nathan Vegdahl
commented
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."
|
||||
===================
|
||||
|
||||
: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
|
||||
|
||||
Graph Editor. Each channel has an F-Curve represented by the lines between the keyframes.
|
||||
:doc:`Graph Editor</editors/graph_editor/introduction>`, displaying three F-Curves for three different properties.
|
||||
|
||||
Actions
|
||||
Record and contain animation data.
|
||||
Groups
|
||||
Are groups of channels.
|
||||
Channels
|
||||
Record properties.
|
||||
F-Curves
|
||||
:doc:`F-Curves </editors/graph_editor/fcurves/introduction>` are used to
|
||||
interpolate the difference between the keyframes.
|
||||
Keyframes
|
||||
:doc:`Keyframes </animation/keyframes/introduction>` are used to
|
||||
set the values of properties bound to a point in time.
|
||||
Blender's animation editors (such as the dopesheet, graph editor, etc.) have a **channel list** on the left side that display animated properties. For actions, these channels correspond to the F-Curves that animate those properties.
|
||||
|
||||
.. The hierarchy is created with the RNA data paths,
|
||||
.. 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. **TODO: create this screenshot.**
|
||||
|
||||
.. _actions-workflow:
|
||||
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 or uses the channels.
|
||||
|
||||
Working with Actions
|
||||
Working With Actions
|
||||
====================
|
||||
|
||||
.. figure:: /images/animation_actions_create.png
|
||||
:align: right
|
||||
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 assigning that action, it also creates and assigns a new slot for the data-block.
|
||||
|
||||
dr.sybren marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
😹 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.
Nathan Vegdahl
commented
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.
Sybren A. Stüvel
commented
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.
|
||||
The Action data-block menu.
|
||||
.. 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 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**.
|
||||
|
||||
When you first animate an object by adding keyframes,
|
||||
Blender creates an *Action* to record the data.
|
||||
Manually Assigning Actions and Slots
|
||||
------------------------------------
|
||||
|
||||
*Actions* can be managed with the *Action data-block menu*
|
||||
in the Dope Sheet :doc:`Action Editor </editors/dope_sheet/modes/action>` header,
|
||||
or the Sidebar region of the :doc:`NLA Editor </editors/nla/sidebar>`.
|
||||
Rather than letting Blender automatically choose an action and slot for a data-block, you can also manually assign them.
|
||||
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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.
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.
Nathan Vegdahl
commented
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*.
Nathan Vegdahl
commented
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.
|
||||
If you are making multiple actions for the same object,
|
||||
press the shield button for each action.
|
||||
This will give the actions a *Fake User* and will make Blender save the unlinked actions.
|
||||
In the properties of each data-block there is an Animation panel with action and slot selectors. You can use these to assign actions and slots to a data-block.
|
||||
|
||||
Objects can only use one *Action* at a time for editing.
|
||||
The :doc:`NLA Editor </editors/nla/index>` is used to blend multiple actions together.
|
||||
.. 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>`. **TODO: create this screenshot.**
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
"Rather than" → "In addition to" "Rather than" → "In addition to"
|
||||
|
||||
For the active object you can also assign its action and slot in the action Editor's header.
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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.
Nathan Vegdahl
commented
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.
|
||||
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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_action_editor_action_slot_selector.png
|
||||
|
||||
The action and slot selector for the active object in the :doc:`Action Editor </editors/dope_sheet/modes/action>`. **TODO: create this screenshot.**
|
||||
|
||||
.. 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 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, the slot selector will remain empty.
|
||||
|
||||
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.
|
||||
|
||||
nathanvegdahl marked this conversation as resolved
Outdated
Sybren A. Stüvel
commented
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".
|
||||
.. _actions-properties:
|
||||
|
||||
Properties
|
||||
==========
|
||||
Action Properties
|
||||
=================
|
||||
|
||||
.. figure:: /images/animation_actions_range.png
|
||||
:align: center
|
||||
|
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.