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Well, quite a bit of work…

--Mont29 11:53, 1 April 2010 (UTC)

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Page titleOld pageNew page
IntroductionDoc:Manual/Animation/BasicDoc:Manual/Animation
=Introduction=
	A few intro words.
	What can be animated: object properties, shapes, armatures (pose mode),
	particle systems, fluidsim, materials/textures, constraints, world,
	sequence.
==Animation Editors==
	Ipo, Action, NLA (insist on one built upon the other…).
	Links to relevant sub-pages.
==Animation Techniques==
	“Direct” animation (moving objects, …).
	“Indirect” animation, i.e. using other animated objects to animate a given
	object: constraints, modifiers (hook, boolean…), Ipo drivers, Armature…
	Links to relevant sub-pages.
I suppose this is where you talk about the different types of animation? --Roger/PapaSmurf 23:41, 30 March 2010 (UTC)
Right! --Mont29 11:53, 1 April 2010 (UTC)
The TimelineDoc:Manual/Animation/Basic/Tools/TimelineDoc:Manual/Animation/Timeline
Moved here, as it is a very general window, useful everywhere in animation…
=Timeline Window=
	Intro…
==View==
	What is shown in the view area…
==Menus==
	Menu items desc.
==Header Controls==
	The play/pause, sound sync, “automation”, preview range…
==Markers==
	The markers!
Animation Editors
Animation EditorsNEWDoc:Manual/Animation/Editors
=Animation Editors=
	Small intro, plan of this sub-section…
Ipo EditorNEWDoc:Manual/Animation/Editors/Ipo
=Ipo Curves=
	Few words of intro about interpolated curves in animation.
==Interpolation in Blender==
	More detailed general info about Ipos (~same content as currently).
	Crosslink to Doc:Manual/Animation/Editors/Ipo/Editing.
	Also, link to the driver page (…)
==Ipo Types==
	A few words about Ipo types. One datablock per object and Ipo type.
	Every detail info goes in Doc:Manual/Animation/Editors/Ipo/Types (link).
==Ipo Datablocks==
	Adding, deleting, sharing, copying…
--isn't this called the F-Curves editor, with two different modes? --Roger/PapaSmurf 22:54, 30 March 2010 (UTC)
Yes, Roger, but in Blender 2.5 (and this is 2.49 doc…) --Mont29 11:53, 1 April 2010 (UTC)
Ipo InterfaceNEWDoc:Manual/Animation/Editors/Ipo/Window
=Ipo Curves Window=
	Quick desc of the UI (header, working area, Ipo list).
==Viewing Options==
	The View menu. The Pin buttons. The “Show Keys” option.
	Also, how name of objects turn yellow when at a key frame.
==Markers==
	Probably just crosslink to the same section of Timeline page.
Editing Ipo CurvesDoc:Manual/Animation/Basic/Tools/Ipo Curves and KeyframesDoc:Manual/Animation/Editors/Ipo/Editing
=Ipo Curves Editing=
	Abstract about editing (two modes, similar to object and edit modes;
	similarities between Ipo curves and “standard” object curves, …).
==Adding Ipos==
	Either in the Ipo window, or in the Buttons/3D View/Timeline (I key).
	Or recording from Game Engine.
==Editing Ipos==
	The Select, Curve, Point menus. The Action and Mute buttons. The Ipos
	selection/activation. The interpolation/extrapolation types.
	The transformations, mirrors…, in “object” and “edit” modes.
	Adding/deleting Ipo keys (I key, “automation”, …).
==Copying Ipos==
	The copy/paste buttons.
==Deleting Ipos==
	…
Creating Ipo KeyframesDoc:Manual/Animation/Basic/Tools/Creating an IpoDELETED, ~merged with previous pages.
Ipo TypesDoc:Manual/Animation/Basic/Tools/Ipo TypesDoc:Manual/Animation/Editors/Ipo/Types
=Ipo Curve Types=
	Abstract about Ipo types.
==Then, a sub section for each type==
	A short desc, rapid available Ipos desc, and optional specificities (like
	channel selection for Material Ipos, the Time Ipo, …).
	Crosslinks to relevant page(s) of Techniques sub-part.
Ipo DriversDoc:Manual/Animation/Advanced/Driven Shape KeysDoc:Manual/Animation/Editors/Ipo/Drivers
=Ipo Drivers=
	Intro about what are drivers…
==Object Drivers==
	Using objects’ properties as drivers.
==Bone Drivers==
	Using Armature’s bones’ properties as drivers.
==Python Ipo Drivers==
	make a real manual from the current
	Doc:Manual/Animation/Advanced/Driven Shape Keys/PyDrivers dev notes…
Python Ipo DriversDoc:Manual/Animation/Advanced/Driven Shape Keys/PyDriversDELETED, merged with previous page.
Action EditorDoc:Manual/Animation/Armatures/The Action EditorDoc:Manual/Animation/Editors/Action
=Action Editor=
	Intro about principles and ideas of actions. Only Shape, Object and
	Constraint Ipo types available (sad!)…
==Interface==
	The general UI elements. View, Channel, Marker menus…
==Action Editor Modes==
	Short desc of action, shape key and grease pencil modes.
	Specificities of each three will be noted when needed in sub-pages…
==Action Datablocks==
	Why actions datablocks have always a “fake user” by default. The
	relationship Action/NLA.
--isnt this called the Dope Sheet now? --Roger/PapaSmurf 22:54, 30 March 2010 (UTC)
Again, in Blender 2.5, not in 2.49… --Mont29 11:53, 1 April 2010 (UTC)
Editing Action ChannelsNEWDoc:Manual/Animation/Editors/Action/Editing
=Editing Action Channels=
	Intro (no channel adding/deleting, …)
==Selecting==
	Select menu…
==Editing==
==Inserting Keys==
==Deleting Keys==
NLA EditorDoc:Manual/Animation/Armatures/Non Linear AnimationDoc:Manual/Animation/Editors/NLA
=NLA Editor=
	Intro about principles and ideas of NLA (similarities with non-linear video
	editing…). No datablock (i.e. one per scene…).
==Interface==
	The general UI elements. View, Marker menus…
Editing NLA StripsNEWDoc:Manual/Animation/Editors/NLA/Editing
=Editing NLA Strips=
==Selecting==
	Select menu…
==Adding==
==Editing==
==Deleting==
==Modifiers==
	Well, only crosslink to NLA Deform Modifier page, as others are not
	implemented…
Animation Techniques
Animation TechniquesNEWDoc:Manual/Animation/Techs
=Animation Techniques=
	Small intro, plan of this sub-section…
Animating ObjectsNEWDoc:Manual/Animation/Techs/Object
=Animating Objects=
	Intro about object’s properties animation.
==Animating Transform==
	(d)Loc/(d)Scale/(d)Rot
==Changing Object Layer==
	~ The Doc:Manual/Animation/Basic/Object Layer Animation page content.
==Object Availability==
	In the I-key menu of 3D views, there is an “Available” entry, but no Ipo
	seems to correspond… A bug or dead piece of code?
==Controlling Time==
	The Time curve (partly from
	Doc:Manual/Animation/Basic/Tools/Ipo Curves and Keyframes page).
==Animating Object Color==
	The ColR/G/B/A Ipos (even if this does not seem to work…).
==Animating Field and Collision Settings==
	…
Changing Object LayersDoc:Manual/Animation/Basic/Object Layer AnimationDELETED, merged in “animating objects”.
Using ConstraintsNEWDoc:Manual/Animation/Techs/Object/Constraint
=Using Constraints in Animation=
	Intro
==Controlling Animation with Constraints==
	Using constraints to control object properties (loc/scale/rot).
	How constraints can modify the Ipos effects.
==Animating Constraints Influence==
	The Constraint Ipo type.
Moving Objects on a PathDoc:Manual/Animation/Basic/Moving objects on a PathDoc:Manual/Animation/Techs/Object/Path
Here I think we can remove the “Legacy Path Method” part…
=Moving Objects on a Path=
	Intro (any curve object can be a path, importance of Speed Ipo…)
==The Follow Path Constraint==
	Few words, crosslink to relevant constraint page.
==The Speed Ipo==
	It’s the path that controls the movement of objects following it…
Animating ShapesDoc:Manual/Animation/Basic/DeformationDoc:Manual/Animation/Techs/Shape
=Animating Shapes=
	Extend a bit this intro page (add modifiers (booleans, lattice…) as
	“indirect shape animation” method; What kind of object’s shape can be
	animated…).
Shape KeysDoc:Manual/Animation/Basic/Deformation/Shape KeysDoc:Manual/Animation/Techs/Shape/Shape Keys)
Good page, lets keep it!
Merge here the absolute shape keys page content (as there are more common points than differences…).
=Shape Keys=
==Description==
==Workflow==
==Creating Shape Keys==
==Editing Shape Keys==
	With sub-sections for relative/absolute specificities.
==Pinning==
==Animating Relative Shape Keys==
==Animating Absolute Shape Keys==
Absolute Shape KeysDoc:Manual/Animation/Basic/Deformation/Absolute Shape KeysDELETED, merged with previous page.
Indirect Shape AnimationDoc:Manual/Animation/Basic/Deformation/LatticeDoc:Manual/Animation/Techs/Shape/Indirect
=Indirect Shape Animation=
	Intro (using other objects to control a shape, “modifiers” animation).
	Many modifiers can be used to deform their objects in animations.
	“Standard” methods (hooks and lattice) are now modifiers.
	Also, mention things like moving force fields, deflectors, etc., on physical
	simulations (particles, softbodies/cloth, …) – crosslinks!
And add a few “examples” in sub-sections: Obviously hooks and lattice, and a few
others (like explode+particle system, Curve modifier…).
Animating ArmaturesNEWDoc:Manual/Animation/Techs/Armatures
Here, many crosslinks to Rigging section pages!
=Animating Armatures=
	Intro.
==Basic Bones Animation==
	How to use Ipo, Action, NLA with armatures’ bones. Similarities/differences
	with object animation
==Indirect Bones Animation==
	IK, constraints, …
StrideNEWDoc:Manual/Animation/Techs/Armatures/Stride
=Stride=
	Intro…
==The Stride Root==
	Defining a bone as stride root.
==Enabling Stride==
	The Transform Properties panel of the NLA.
NLA Deform ModifierNEWDoc:Manual/Animation/Techs/Armatures/NLA Deform Modifier
=NLA Deform Modifier=
	Well, I have to dig this topic out…
Animating LampsNEWDoc:Manual/Animation/Techs/Lamp
=Animating Lamps=
	Intro…
==Options==
	The various Ipos available…
==Example==
	…
Animating CamerasNEWDoc:Manual/Animation/Techs/Camera
Same as for lamps…
Animating MaterialsNEWDoc:Manual/Animation/Techs/Material
Same as for lamps…
Animating TexturesNEWDoc:Manual/Animation/Techs/Texture
Same as for lamps…
Animating WorldNEWDoc:Manual/Animation/Techs/World
Same as for lamps…
--can you animate other stuff, like particles and modifiers and such? --Roger/PapaSmurf 22:54, 30 March 2010 (UTC)
Yes, Roger, I’ll write some words about these “physical” things, in intro – with crosslinks to Physical Simulations chapter! --Mont29 11:53, 1 April 2010 (UTC)
Other Resources – DELETED – crosslinks will be done inside relevant pages (intro, …).