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Action Editor

Blender 2.5 simplifies the system by making Actions the generic containers for F-Curves. Actions can contain any number of F-Curves, and can be attached to any data block.As long as the RNA data paths stored in the Action's F-Curves can be found on that data block, the animation will work. For example, an action modifying 'X location' and 'Y location' properties can be shared across multiple objects, since both objects have 'X location' and 'Y location' properties beneath them.

The Action Editor window enables you to see and edit the FCurve datablocks you defined as actions in the FCurve Editor window. So it takes place somewhere in-between the low-level FCurves, and the high-level NLA editor. Hence, you do not have to use them for simple Ipo curves animations – and they have not much interest in themselves, so you will mostly use this window when you do NLA animation (they do have a few specific usages on their own, though, like e.g. with the Action constraint, or the pose libraries…).

This is not a mandatory window, as you do can edit the actions used by the NLA directly in the FCurve Editor window (or even the NLA Editor one). However, it gives you a slightly simplified view of your FCurve datablocks (somewhat similar to the “key” mode of the FCurve window, even though more powerful in some ways) – and, more interesting, it can show you all ”action” FCurve datablocks of a same object at once.

Additionally, it also allows you to affect timing of the different keys of the layers created with the grease pencil tool.

Each “action” FCurve datablock forms a top-level channel (see below). Note that an object can have several Constraint (one per animated constraint) and Pose (for armatures, one per animated bone) FCurve datablocks, and hence an action can have several of these channels.

Action Datablocks

As with other things in Blender, actions are datablocks. Unlike the F-Curve ones, there's only one type of action, which can regroup all FCurve of a given object. You’ll find its usual datablock controls in the Action Editor header.

Assigning a “fake user” to the action guarantees you that you won’t lose your precious previously-edited actions when you start working on a new one, upon saving and reopening the file.

This window shows the action datablock linked to the current active object.

Interface

The Action Editor mode of the Dope Sheet Editor window.

By their functionality, header, menus and window interface of the Action Editor is universal as for whole Dope Sheet Editor and about these you can see more details in corresponding sections:


Using Action Editor

You may set and adjust a same set of animation events in Graph Editor with editing F-curves.

Then, you can to group these action F-curves to single action.

Thereafter, you add constraint Action to the required object or armature and set it to using the yours previously customized action.

Link or Append datablock «Action».

And henceforward, you can reuse that action in this way in other scenes and projects.

Working with poses in the Action Editor

Pose markers in the Action Editor mode of the Dope Sheet editor.

Another destination to the Action Editor is a working with poses which are set in Pose mode during the rigging character armature.

For these purposes pose markers are using in the Action Editor, which are detail described in section about animating armatures.



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This is the old manual!
For the current 2.7x manual see http://www.blender.org/manual/


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