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Graph Editor

The graph editor is the main animation editor. It allows you to modify the animation for any properties using F-Curves.
The graph editor has two modes, F-Curve for Actions, and Drivers for Drivers. Both are very similar in function.
The Graph Editor.

Curve Editor Area

Here you can see and edit the curves and keyframes.
A curve with different types of interpolation.
See F-Curves and Editing for more info.

Navigation

As with most windows, you can:

Pan MMB Template-MMB.png
Pan the view vertically (values) or horizontally (time) with click and drag.
Zoom Wheel Template-MW.png
Zoom in and out with the mouse wheel.
Scale View CtrlMMB Template-MMB.png
Scale the view vertically or horizontally.
These are some other useful tools.
View All ↖ Home
Reset viewable area to show all keyframes.
View Selected Numpad.
Reset viewable area to show selected keyframes.

2D Cursor

Graph Editor 2D Cursor.
The current frame is represented by a green vertical line called the Time Cursor.
As in the Timeline, you can change the current frame by pressing or holding LMB Template-LMB.png.
The green horizontal line is called the Cursor. This can be disabled via the View Menu or the View Properties panel.
The Time Cursor and the Cursor make the 2D Cursor. The 2D Cursor mostly used for editing tools.

View Axes

For Actions the X-axis represents time, the Y-axis represents the value to set the property.
For Drivers the X-axis represents the Driver Value, the Y-axis represents the value to set the property.

Depending on the selected curves, the values have different meaning: For example rotation properties are shown in degrees, location properties are shown in Blender Units. Note that Drivers use radians for rotation properties.

Markers

Like with most animation editors, markers are shown at the bottom of the editor.
Graph Editor Markers.
Markers can be modified in the Graph Editor though its usually best to use the Timeline.
See Marker Menu or Markers for more info.

Header

Here you'll find.
  • The menus.
  • Graph Editor mode.
  • View controls.
  • Curve controls.

Menus

See Header Menus for more info.

Header Controls

Graph Mode.

Mode
F-Curve for Actions, and Drivers for Drivers.
View Controls.

View controls
Show Only Selected
Only include curves related to the selected objects and data.
Show Hidden
Include curves from objects/bones that are not visible.
Show Only Errors
Only include curves that are disabled or have errors.
Search Filter
Only include curves with keywords contained in the search text.
Type Filter
Filter curves by property type.
Normalize
Normalize curves so the maximum or minimum point equals 1.0 or -1.0.
Auto
Automatically recalculate curve normalization on every curve edit.
Curve Controls.

Curve controls
Auto Snap
Auto snap the keyframes for transformations.
No Auto-Snap
Time Step
Nearest Frame
Nearest Marker
Pivot Point
Pivot point for rotation.
Bounding Box Center
Center of the select keyframes.
2D Cursor
Center of the 2D Cursor. Time Cursor + Cursor.
Individual Centers
Rotate the selected keyframe Bezier handles.
Copy Keyframes CtrlC
Copy the selected keyframes to memory.
Paste Keyframes CtrlV
Paste keyframes from memory to the current frame for selected curves.
Create Snapshot
Creates a picture with the current shape of the curves.

Channels Region

Channels Region.
The channels region is used to select and manage the curves for the graph editor.
Hide curve
Represented by the eye icon.
Deactive/Mute curve
Represented by the speaker icon.
Lock curve from editing
Represented by the padlock icon.

Channel Editing

Select channel LMB Template-LMB.png
Multi Select/Deselect ⇧ ShiftLMB Template-LMB.png
Toggle Select All A
Border Select DragLMB Template-LMB.png or B DragLMB Template-LMB.png
Border Deselect ⇧ ShiftDragLMB Template-LMB.png or B ⇧ ShiftDragLMB Template-LMB.png
Delete selected X or Delete
Lock selected ⇆ Tab
Make only selected visible V
Enable Mute Lock selected ⇧ ShiftCtrlW
Disable Mute Lock selected AltW
Toggle Mute Lock selected ⇧ ShiftW
See Channel Menu for more info.

Properties Region

The panels in the Properties Region.

View Properties Panel

View Properties Panel.
Show Cursor
Show the vertical Cursor.
Cursor from Selection
Set the 2D cursor to the center of the selected keyframes.
Cursor X
Time Cursor X position.
To Keys
Snap selected keyframes to the Time Cursor.
Cursor Y
Vertical Cursor Y position.
To Keys
Snap selected keyframes to the Cursor.

Active F-Curve Panel

Active F-Curve Panel.
This panel displays properties for the active F-Curve.
Channel Name (X Location)
ID Type + Channel name.
RNA Path
RNA Path to property + Array index.
Color Mode
Color Mode for the active F-Curve.
Auto Rainbow
Increment the HUE of the F-Curve color based on the channel index.
Auto XYZ to RGB
For property sets like location xyz, automatically set the set of colors to red, green, blue.
User Defined
Define a custom color for the active F-Curve.

Active Keyframe Panel

Active Keyframe Panel.
Interpolation
Set the forward interpolation for the active keyframe.
Constant
Keep the same value till the next keyframe.
Linear
The difference between the next keyframe.
Bezier
Bezier interpolation to the next keyframe.
About additional interpolation modes see here.
Key
Frame
Set the frame for the active keyframe.
Value
Set the value for the active keyframe.


Specific Bezier interpolation controls
Left Handle
Set the position of the left interpolation handle for the active keyframe.
Right Handle
Set the position of the right interpolation handle for the active keyframe.


Specific Easing (by strength) and Dynamic Effects interpolation controls
Easing
Automatic Easing
Ease In
Ease Out
Ease In and Out
About methods of interpolation easing see here.
Back
Amount of overshoot for «Back» easing
Amplitude
Amount to boost elastic bounces for «Elastic» easing
Period
Time between bounces for «Elastic» easing.

Drivers Panel

Drivers Panel.
See Drivers Panel for more info.

Modifiers Panel

Modifiers Panel.
See F-Modifiers for more info.

See Also



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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