Animation Editors
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Timeline .
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Actions .
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Dope Sheet.
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I do not know why a Shape Key Editor is necessary. Why can't a Shape Key Keyframe be placed inside an Action? The separation between 'Animations without Shape Keys' and 'Animations with only Shape Keys' seems unnecessary and silly.
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Mask Editor: ?.
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Cache File: ?.
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Non-Linear Animation Editor:
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The Pose Library should be managed through the Asset Browser tab; the mini-tab in Pose Mode is just a shortcut.
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To add new Poses to the Pose Library, the Asset Library selected in the Asset Browser must be 'Current File'; otherwise, the options to add Poses are disabled.
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Drivers.
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Drivers .
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Linking animations to an Object
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When adding a new animation to an object via Action Editor or '< New >' in the NLA Editor, the mesh gets a "link" to that animation.
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This may not be desirable most of the time, especially when using the NLA Editor to organize animations.
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This "link" can be checked in the following ways:
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Check if there is any animation in the 'orange slot' ("animation slot") of the NLA Editor.
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Check if there is any animation inside the Mesh, in the 'Outliner -> View Layer' tab.
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Editing an Action via 'Start Editing Stashed Action' in the NLA Editor makes the animation appear in this session, but after finishing the edit, it disappears.
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Check if there is any animation open in the Action Editor.
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Editing an Action via 'Start Editing Stashed Action' in the NLA Editor makes the animation appear in this session, but after finishing the edit, it disappears.
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Comparison of Animation Editors
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The difference between Timeline and Dope Sheet Editor is:
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Timeline advantages:
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Allows changing Playback options (sound, display, etc.) and Keying options (placing a new keyframe).
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Allows controlling animation playback: Play, Pause, rewind, etc.
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Dope Sheet Editor advantages:
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Allows slightly deeper editing of animation keyframes; e.g., handle visualization.
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Difference between Dope Sheet Editor and Action Editor:
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Dope Sheet Editor advantages:
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Can view multiple actions from different meshes, while Action Editor only shows 1 action at a time.
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Can view and edit animation of any mesh, regardless of which mesh is selected. Action Editor only shows animations of the selected mesh.
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Even with 'Only Show Selected' unchecked; this option doesn't make any difference when using Action Editor.
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Action Editor advantages:
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Can rename, create new Actions, save an Action (click the shield icon), and unlink an Action from a mesh; animations are never deleted here.
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Has an extra option in the Marker tab.
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Can interact with the NLA Editor.
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Right-hand panel is always open, without selecting a random track in the Action; tabs of both editors are identical.
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Apart from these differences, both are exceptionally similar.
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What to use:
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Use only Timeline and Action Editor; Dope Sheet Editor is replaceable and obsolete compared to Action Editor; Timeline has the same advantages as Dope Sheet Editor over Action Editor.
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Animation Editing
Workflow: Using NLA Tracks (Timeline + NLA + Action Editor or Dope Sheet Editor style)
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Creating animations for a new object:
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Options:
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Select the object and create Keyframes for it (pressing I).
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Select the object and click 'New' at the top center of the Action Editor.
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Either option gives the mesh an "Animation Slot". A 'Push down' can be done on this animation to move it into an NLA Track.
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The object cannot have more than 1 "Animation Slot" associated with it.
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The object can have more than 1 Animation Track associated with it.
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The animation filling the "Animation Slot" occupies the orange region of the NLA Track; i.e., the "Animation Slot" corresponds to an animation that belongs to an object but has never been 'Pushed down'.
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Creating new animations:
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Options:
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Click '< No Action >', go to the right-hand side of the NLA Editor, and click 'New'.
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Problem: Animations created here are protected. While used in an NLA track, they are protected. Otherwise, they are not.
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To fix this, open Action Editor, select the animation, and click the shield icon. Then check X to prevent linking the animation to the selected mesh.
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Action Editor Only Click 'New' at the top center of the Action Editor.
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Deleting existing animations:
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Options:
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Go to 'Outliner -> Blender File -> Actions' and delete the desired animation.
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Adding new Tracks:
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Options:
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Click 'Add -> Add Tracks' in the NLA Editor.
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Create a new Action and 'Push Down' it. Can be done via:
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'Push down action' button in NLA Editor.
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'Push down' button in Action Editor.
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Removing Tracks:
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Options:
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Select the track in the left-hand side of the NLA Editor and press Delete or X.
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Click 'Edit -> Delete Tracks' in the NLA Editor.
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Adding existing animations to a Track:
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Options:
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Press 'Shift + A' in the NLA Editor.
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Click 'Add -> Add Action Strip' in the NLA Editor.
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By default, a track/~some element of the track should be selected.
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If the Timeline is over an animation within the track, the new animation will be added to a new track.
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If the Timeline is not over an animation within the track, the new animation will be added to the same track.
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Removing animations from the Track:
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Options:
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Select the animation in the track and press Delete or X in the NLA Editor.
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Click 'Edit -> Delete Strip' in the NLA Editor.
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Make NLA Editor stop affecting an object without Tracks:
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Options:
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Click 'Remove Empty Animation Data' on the left side of the NLA Editor; this deletes any empty Tracks.
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Workflow: Using Loose Actions (Timeline + Action Editor)
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Creating animations for a new object:
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Options:
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Select the object and create Keyframes for it (pressing I).
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Select the object and click 'New' at the top center of the Action Editor.
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Either option gives the mesh an "Animation Slot".
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The object cannot have more than 1 "Animation Slot" associated with it.
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Creating new animations:
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Options:
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Click 'New' at the top center of the Action Editor.
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Click 'New Action' icon at the top center of the Action Editor; it is between the Shield and X icons.
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Deleting existing animations:
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Options:
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Go to 'Outliner -> Blender File -> Actions' and delete the desired animation.
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Limitations:
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This method makes combining animations more difficult.
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Animation Baking
Rigify Bake: Action Snap 'IK->FK'
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When to use:
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Click the 'Action' button in 'IK->FK (~IK_name)' for each IK Bone in the Rigify Addon 3D View panel.
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How it works:
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Automatically performs 'Snap IK->FK' for each frame of the current animation, then creates a Transform Keyframe for that bone.
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Works regardless of whether the Rigify Rig is in IK or FK mode.
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When baking:
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Generated Keyframes will overwrite current Keyframes of the current animation.
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Replacement is only done on IK Bone Keyframes; if the animation is FK and 'Slow IK Bake' is done, the animation will contain both FK and IK Bone Keyframes.
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Created Keyframes:
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Action 'IK->FK (foot)':
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foot_heel_ik
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foot_spin_ik
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foot_ik
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toe_ik
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thigh_ik
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Action 'IK->FK (hand)':
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hand_ik
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upper_arm_ik
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(Optional) Fix imperfections:
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Sometimes itβs better to do this while the animation is 'paused', or perhaps 'paused at frame 0', or maybe with Rig in Clear Transform.
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IK keyframes for 'upper_arm_ik' can sometimes bug. Often, these keyframes can be safely deleted.
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Note: 'Slow IK Bake' results are slightly inaccurate compared to FK animation. Can be checked by turning off Rig IKs before deleting FK Keyframes. However, the motion difference is almost imperceptible.
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If you want the animation to contain only IK Bones (for clarity and consistency), Keyframes of exclusive FK Bones can be safely deleted.
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'Exclusive FK Bone Collections' are based on 'Leg (FK)', 'Leg (Tweak)', 'Arm (FK)', and 'Arm (Tweak)'. 'spine_fk's have no IK counterpart, i.e., 'spine_fk's are regular Bones , as are 'torso', 'hips', 'shoulder', 'neck', 'head', 'root'.
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Tweak Bones are regular Bones , but as no ready animations affect Tweak Bones, any Keyframe with 'tweak' in the name can be safely deleted.
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Tip for deleting Keyframes: hide the exclusive FK Bones Bone Collections in the View3D tab, press A (select all), and delete their tracks in the Action Editor.
General Bake: Pose -> Bake Action
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When to use:
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Rigify Rig -> Pose Mode -> Select all Bones -> Bake Action.
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'Frame Step' = 1.
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Unknown purpose.
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Uncheck 'Only Selected Bones'.
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Leaving checked can hinder animation playback when muting Armature constraints.
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Leaving unchecked allows animation playback when muting Armature constraints.
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Despite the same number of Tracks in the 2 generated animations, unchecking 'Only Selected Bones' creates more keyframes for hidden bones.
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Example: simple walk comparison in Godot showed 20 more Deformation Bones tracks for the 'unchecked' case than the 'checked' case.
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This option is tricky and hard to decide. If doing 'Clear Constraints', keep it checked; otherwise, leave unchecked.
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Check 'Visual Keying'.
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Uncheck 'Clear Constraints' and 'Clear Parents'.
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Leaving these checked breaks the relationship between Rigify Rig and Proxy Rig.
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'Bake Data' = Pose.
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General Bake: (IK->FK Constraints + Bake) + (Pose -> Bake Action)
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When to use:
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Makes Target Rig IKs use 'Copy Rotation' / 'Child Of' from corresponding Source Rig FKs or Target Rig itself.
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Not preferred, as constraints handling can be tricky if you want to disable them.
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Observed '~unintended snap' in 'Red IK controller arrows'; seems characteristic in some videos.
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Causes a ~teleport effect of the limb, which is bad.
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Bake using 'Bake via Pose -> Bake Action'.