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Keyframe Visualization

There are some important visualization features in the 3D views that can help animation.

Keyframe Visualization

When the current frame is a keyframe for the current active object, the name of this object (shown in the bottom left corner of the 3D views) turns yellow.

Left: Current frame at 0. Right: Current frame is a keyframe for Cube

Motion Paths

Mode: Object mode

Panel: Object


This feature allows you to visualize the animation of objects by displaying their position over a series of frames.

An animated cube with its motion path displayed


Motion paths panel

Before we look at its options (all regrouped in the same Visualisations panel, in the Editing context, let’s first see how to display/hide these paths. You have to do it manually – and you have to first select the objects you want to show/hide the motion paths. Then,

  • To show the paths (or update them, if needed), click on the Calculate Path button.
  • To hide the paths, click on the Clear Paths button

Remember: only selected object and their paths are affected by these actions!

The paths are drawn in black with white dots indicating frames, and a blue glow around the current frame.

Options

The Motion Paths Panel set to "Around Frame"
Around Frame
Around Frame, Display Paths of poses within a fixed number of frames around the current frame. When you enable this button, you rather get paths for a given number of frames before and after the current one (again, as with ghosts).
The Motion Paths Panel set to "In Range"
In Range
In Range, Display Paths of poses within specified range.
Display Range
Before/After
Number of frames to show before and after the current frame (only for ‘Around Current Frame’ Onion-skinning method)
Start/End
Starting and Ending frame of range of paths to display/calculate (not for ‘Around Current Frame’ Onion-skinning method)
Step
This is the same thing as the GStep for ghosts – it allows you the only materialize on the path one frame each n ones. Mostly useful when you enable the frame number display (see below), to avoid cluttering the 3D views.
Frame Numbers
When enabled, a small number appears next to each frame dot on the path, which is of course the number of the corresponding frame…
Keyframes
When enabled, big yellow square dots are drawn on motion paths, materializing the keyframes of their bones (i.e. only the paths of keyed bones at a given frame get a yellow dot at this frame).
Keyframe Numbers
When enabled, you’ll see the numbers of the displayed keyframes – so this option is obviously only valid when Show Keys is enabled.
Cache
From/To
These are the start/end frames of the range in which motion paths are drawn. You cannot modify this range without deleting the motion path first.
Calculate Paths/ Update Paths
If no paths have been calculated, Calculate Paths will create a new motion path in cache. In the pop up box, select the frame range to calculate.
If a path has already been calculated, Update Paths will update the path shape to the current animation. To change the frame range of the calculated path, you need to delete the path and calculate it again.




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User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development