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	<title>利用者:Koilz/wiki - doc kia - Keyframes - 版の履歴</title>
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	<updated>2026-06-10T16:49:51Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Koilz/wiki_-_doc_kia_-_Keyframes&amp;diff=145205&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:05:50Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:05時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Koilz/wiki_-_doc_kia_-_Keyframes&amp;diff=145204&amp;oldid=prev</id>
		<title>2013年12月3日 (火) 06:30にwiki&gt;Koilzによる</title>
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		<updated>2013-12-03T06:30:37Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;;The Introduction and F-Curve Interpolation part of this page was originally written by  [[User:Jaredr122|Jaredr122]] 2011.&lt;br /&gt;
;Then modified by a set of users.&lt;br /&gt;
&lt;br /&gt;
= Animation Tools: Channels =&lt;br /&gt;
&lt;br /&gt;
I am a bit lost how to write this.&lt;br /&gt;
&lt;br /&gt;
== Funny Actions ==&lt;br /&gt;
&lt;br /&gt;
;bpy.data.actions['CubeAction'].groups['Location'].channels[0].keyframe_points[2].interpolation='LINEAR'&lt;br /&gt;
&lt;br /&gt;
;Action: An action holds a set of animation data for an object.&lt;br /&gt;
;Group: A group of channels, example, location, rotation.&lt;br /&gt;
;Channel: A property of an object that can be animated. These are what have FCurves. They are like Drivers.&lt;br /&gt;
;Keyframe: An FCurve control point.&lt;br /&gt;
&lt;br /&gt;
;Channels&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; bpy.data.objects['Cube'].animation_data.drivers[0]&lt;br /&gt;
 bpy.data.objects['Cube']...FCurve&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; bpy.data.actions['CubeAction'].groups['Location'].channels[0]&lt;br /&gt;
 bpy.data.actions['CubeAction']...FCurve&lt;br /&gt;
&lt;br /&gt;
== Channels ==&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_Animation_Driver_FCurve.PNG|frame|Graph Editor: Channel F-Curve.]]&lt;br /&gt;
&lt;br /&gt;
Channels have an F-Curve which is used to animate objects.&lt;br /&gt;
&lt;br /&gt;
Channels use time to control the values of properties.&lt;br /&gt;
&lt;br /&gt;
Using a F-Curve, the channel reads the time frame and sets the value of the property.&lt;br /&gt;
&lt;br /&gt;
So from this example, if the time frame is 2.0 the property will be 0.5. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 .&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
;Keyframes are one of the main objects used for animation. Keyframes define a value of data at a specified frame.&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_Kia_Keyframes.PNG|frame|center|Keyframes.]]&lt;br /&gt;
&lt;br /&gt;
;Quite obviously, something is &amp;quot;animated&amp;quot; when it changes over time. In Blender, animating an object means changing its properties over time, such as its X location, or the Red channel value of its material diffuse color, and so on.&lt;br /&gt;
&lt;br /&gt;
Blender's fundamental unit of time is the &amp;quot;frame&amp;quot;, which usually lasts just a fraction of a second, depending on the ''frame rate'' of the scene.&lt;br /&gt;
&lt;br /&gt;
== F-Curve Interpolation ==&lt;br /&gt;
&lt;br /&gt;
As animations are composed of incremental changes spanning multiple frames, usually these properties ARE NOT manually modified ''frame by frame'', because:&lt;br /&gt;
* it would take ages!&lt;br /&gt;
* it would be very difficult to get a smooth variation of the property.&lt;br /&gt;
&lt;br /&gt;
This is why nearly all direct animation is done using '''interpolation'''.&lt;br /&gt;
&lt;br /&gt;
The idea is simple: you define a few “control points”, called &amp;quot;'''keyframes'''&amp;quot;, which are multiple frames apart.&lt;br /&gt;
&lt;br /&gt;
[[File:Blender24-animation-interpolation-concept.png|thumb|200px|right|Example of interpolation]]&lt;br /&gt;
&lt;br /&gt;
;Between these keyframes, the properties values are interpolated, allowing for a smooth transition between keyframes. Thus, the animators' workload is significantly reduced.&lt;br /&gt;
&lt;br /&gt;
For example, if you have:&lt;br /&gt;
* a control point of value '''0''' at frame '''0''',&lt;br /&gt;
* another one of value '''10''' at frame '''25''',&lt;br /&gt;
* linear interpolation,&lt;br /&gt;
then, at frame '''5''' we get a value of '''2'''.&lt;br /&gt;
&lt;br /&gt;
The same goes for all intermediate frames: with just two points, you get a smooth growth from '''0''' to '''10''' along the '''25 frames'''.&lt;br /&gt;
Obviously, if you’d like the frame '''15''' to have a value of '''9''', you’d have to add another control point (or keyframe)…&lt;br /&gt;
&lt;br /&gt;
These [[Doc:2.6/Manual/Animation/Editors/Graph/FCurves|F-Curves]] can be edited in the [[Doc:2.6/Manual/Animation/Editors/Graph|Graph Editor]].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
= Adding Keyframes =&lt;br /&gt;
&lt;br /&gt;
;Here are some common ways to animate objects by adding keyframes.&lt;br /&gt;
;These methods can be used on different objects, like armature bones in pose mode.&lt;br /&gt;
&lt;br /&gt;
== Insert Keyframe ==&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_kia_Cube00.PNG|frame|center|Add keyframe to Cube.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_kia_Cube01.PNG|frame|Keyframes in the Timeline.]]&lt;br /&gt;
&lt;br /&gt;
;In the Timeline Editor, move the green frame cursor to 0, by pressing or holding {{Shortcut|LMB}}.&lt;br /&gt;
&lt;br /&gt;
;With a Mesh Object selected in Object Mode, and the frame set in the Timeline. In the 3D View Tools press the 'Insert Keyframe' button, or press {{Shortcut|I}} in the 3D View to bring up the 'Insert Keyframe Menu'.&lt;br /&gt;
&lt;br /&gt;
;Select 'Location', this will record the location of the Mesh Object on the frame the Timeline cursor is set.&lt;br /&gt;
&lt;br /&gt;
;Set the Timeline cursor to a different frame, move the Mesh Object, then insert another keyframe.&lt;br /&gt;
&lt;br /&gt;
;The keyframes are displayed in yellow on the Timeline. Move the Timeline cursor to test the animation.&lt;br /&gt;
&lt;br /&gt;
== Keying Sets ==&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_kia_Cube02.PNG|frame|Timeline Keying Sets.]]&lt;br /&gt;
&lt;br /&gt;
;Keying Sets are a set of keyframes in one. They are made to record multiple properties at the same time. There are some built in keying sets, and also custom keying sets.&lt;br /&gt;
&lt;br /&gt;
;Use the keying set menu in the Timeline editor, to select a keying set. Now when you insert a keyframe, blender will add keyframes for the selected keying set.&lt;br /&gt;
&lt;br /&gt;
;See [[Doc:2.6/Manual/Animation/Timeline|Timeline]] for more info.&lt;br /&gt;
;See [[Keying Sets]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Auto Keyframe ==&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_kia_Cube03.PNG|frame|Timeline Auto Keyframe.]]&lt;br /&gt;
&lt;br /&gt;
;Auto Keyframe is the red record button.&lt;br /&gt;
;Auto Keyframe adds keyframes automatically to the set frame after setting the location, rotation, scale, etcetra, of the selected object in the 3D View.&lt;br /&gt;
&lt;br /&gt;
;See [[Doc:2.6/Manual/Animation/Timeline|Timeline]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_kia_Cube04.PNG|frame|Timeline Keying Sets.]]&lt;br /&gt;
&lt;br /&gt;
;Keyframes can be used to animate lots of properties in blender.&lt;br /&gt;
;To add keyframes to a property on the UI, {{Shortcut|RMB}} the property, then select Insert Single Keyframe, or Insert Keyframes.&lt;br /&gt;
;Insert Keyframes will add a keyframes to the set of properties.&lt;br /&gt;
&lt;br /&gt;
== Keyboard ==&lt;br /&gt;
&lt;br /&gt;
;The keyboard can also be used to add keyframes.&lt;br /&gt;
&lt;br /&gt;
:{{Shortcut|I}}: Insert keyframe to the set frame.&lt;br /&gt;
:{{Shortcut|Alt+I}}: Remove keyframe from the set frame.&lt;br /&gt;
:{{Shortcut|Alt+Shift+I}}: Remove all keyframes from the UI property.&lt;br /&gt;
&lt;br /&gt;
== Animation Editors ==&lt;br /&gt;
&lt;br /&gt;
;Most of the low level settings for the keyframes are found in the [[Doc:2.6/Manual/Animation/Editors/Graph|Graph Editor]].&lt;br /&gt;
;You can add keyframes to channels that have existing keyframes in several animation editors, which are described in other pages:&lt;br /&gt;
&lt;br /&gt;
*[[Doc:2.6/Manual/Animation/Timeline|Timeline]]&lt;br /&gt;
*[[Doc:2.6/Manual/Animation/Editors/Graph|Graph Editor]]&lt;br /&gt;
*[[Dope Sheet]]&lt;br /&gt;
*[[Doc:2.6/Manual/Animation/Editors/NLA|NLA Editor]]&lt;br /&gt;
&lt;br /&gt;
= Ex Links =&lt;br /&gt;
&lt;br /&gt;
;[[Doc:2.6/Manual/Animation/Keyframes/Visualization|Motion Paths]] - M&lt;br /&gt;
;[[Doc:2.6/Manual/Animation/Editors/Graph|Graph Editor]] - M&lt;br /&gt;
;[[User:Tnboma/Doc:2.5/Manual/Animation/Graph_Editor|Graph Editor]] - M - User Doc 2.5&lt;br /&gt;
;[[Doc:2.6/Manual/Animation/Timeline|Timeline]] - M&lt;/div&gt;</summary>
		<author><name>wiki&gt;Koilz</name></author>
		
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