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	<title>Doc:2.6/Manual/Animation/Basics/Actions - 版の履歴</title>
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	<updated>2026-11-03T02:20:03Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Animation/Basics/Actions&amp;diff=145383&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Animation/Basics/Actions&amp;diff=145383&amp;oldid=prev"/>
		<updated>2018-06-28T21:06:10Z</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) 21:06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>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Animation/Basics/Actions&amp;diff=145382&amp;oldid=prev</id>
		<title>wiki&gt;Koilz: rewrote most the page.</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Animation/Basics/Actions&amp;diff=145382&amp;oldid=prev"/>
		<updated>2014-04-18T14:46:17Z</updated>

		<summary type="html">&lt;p&gt;rewrote most the page.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Actions =&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
;When animating objects and properties in blender, Actions record and contain the data.&lt;br /&gt;
&lt;br /&gt;
[[File:K_Animation_Actions_Data3.PNG|center|frame|Actions.]]&lt;br /&gt;
&lt;br /&gt;
;So when you animate an object by changing its location with keyframes, the animation is saved to the Action.&lt;br /&gt;
&lt;br /&gt;
;Each property has a channel which it is recorded to, for example, Cube.location.x is recorded to Channel X Location.&lt;br /&gt;
&lt;br /&gt;
[[File:K_Animation_Actions_Keyframes.PNG|center|frame|Graph Editor. Each Channel has an F-Curve represented by the lines between the keyframes.]]&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Actions}}&lt;br /&gt;
: Record and contain animation data.&lt;br /&gt;
;{{Literal|Groups}}&lt;br /&gt;
: Are groups of channels.&lt;br /&gt;
;{{Literal|Channels}}&lt;br /&gt;
: Record properties.&lt;br /&gt;
;{{Literal|F-Curves}}&lt;br /&gt;
: Are used to interpolate the difference between the keyframes.&lt;br /&gt;
;{{Literal|Keyframes}}&lt;br /&gt;
: Are used to set the values of properties.&lt;br /&gt;
&lt;br /&gt;
== F-Curve Interpolation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_Animation_Driver_FCurve.PNG|frame|Graph Editor: Channel F-Curve.]]&lt;br /&gt;
&lt;br /&gt;
The keyframes are set values by the user.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;F-Curve&amp;#039;&amp;#039; is used to interpolate the difference between the keyframes.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;F-Curve&amp;#039;&amp;#039; has different types of interpolation and also [[Doc:2.6/Manual/Animation/Editors/Graph/FModifiers|&amp;#039;&amp;#039;F-Curve Modifiers&amp;#039;&amp;#039;]].&lt;br /&gt;
&lt;br /&gt;
Most the settings for the [[Doc:2.6/Manual/Animation/Editors/Graph/FCurves|&amp;#039;&amp;#039;F-Curve&amp;#039;&amp;#039;]] are found in the [[Doc:2.6/Manual/Animation/Editors/Graph|&amp;#039;&amp;#039;Graph Editor&amp;#039;&amp;#039;]].&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Basic Animation ==&lt;br /&gt;
&lt;br /&gt;
; These are some common ways to animate objects.&lt;br /&gt;
; These methods can be used on different objects, like armature bones in pose mode.&lt;br /&gt;
&lt;br /&gt;
=== Insert Keyframes ===&lt;br /&gt;
&lt;br /&gt;
; This example shows you how to animate a cubes location, rotation, and scale.&lt;br /&gt;
&lt;br /&gt;
# First, in the &amp;#039;&amp;#039;Timeline&amp;#039;&amp;#039;, or other animation editors, set the frame to 1.&lt;br /&gt;
# With the &amp;#039;&amp;#039;Cube&amp;#039;&amp;#039; selected in &amp;#039;&amp;#039;Object Mode&amp;#039;&amp;#039;, press {{shortcut|I}} in the 3D View.&lt;br /&gt;
# From the &amp;#039;&amp;#039;Insert Keyframe Menu&amp;#039;&amp;#039; select &amp;#039;&amp;#039;LocRotScale&amp;#039;&amp;#039;.&lt;br /&gt;
#: This will record the location, rotation, and scale, for the &amp;#039;&amp;#039;Cube&amp;#039;&amp;#039; on frame 1.&lt;br /&gt;
# Set the frame to 100.&lt;br /&gt;
# Use Grab/Move {{shortcut|G}}, Rotate {{shortcut|R}}, Scale {{shortcut|S}}, to transform the cube.&lt;br /&gt;
# Press {{shortcut|I}} in the 3D View. From the &amp;#039;&amp;#039;Insert Keyframe Menu&amp;#039;&amp;#039; select &amp;#039;&amp;#039;LocRotScale&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_Actions_Insert_Keyframe_00.PNG|thumb|center|500px|3. 6. Insert Keyframes.]]&lt;br /&gt;
&lt;br /&gt;
; To test the animation, press {{shortcut|Alt|A}} to play.&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_Actions_Insert_Keyframe_01.PNG|thumb|center|500px|The animation on frames 1, 50, 100.]]&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 in the &amp;#039;&amp;#039;Timeline&amp;#039;&amp;#039; header. Auto Keyframe adds keyframes automatically to the set frame if the value for transform type properties changes.&lt;br /&gt;
&lt;br /&gt;
; See [[Doc:2.6/Manual/Animation/Editors/Timeline#V_Keyframe_Control|Timeline V Keyframe Control]] for more info.&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 keyframe channels. They are used to record multiple properties at the same time. There are some built in keying sets, &amp;#039;LocRotScale&amp;#039;, and also custom keying sets can be made.&lt;br /&gt;
&lt;br /&gt;
; To use the keying set, first select a keying set from the &amp;#039;&amp;#039;Timeline&amp;#039;&amp;#039; header, or the &amp;#039;&amp;#039;Keying Sets Panel&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
; Now when you press {{shortcut|I}} in the 3D view, blender will add keyframes for all the properties in the active keying set.&lt;br /&gt;
&lt;br /&gt;
; See [[Doc:2.6/Manual/Animation/Basics/Keying_Sets|Keying Sets]] for more info.&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
&lt;br /&gt;
[[File:Doc_kia_Cube04.PNG|frame|Keyframe properties.]]&lt;br /&gt;
&lt;br /&gt;
; Keyframes can be used to animate lots of different properties in blender.&lt;br /&gt;
; To add keyframes to a property in the UI, {{Shortcut|RMB}} the property, then select Insert Single Keyframe, or Insert Keyframes.&lt;br /&gt;
; Insert Keyframes {{shortcut|I}} will add a keyframes for the set of properties.&lt;br /&gt;
&lt;br /&gt;
[[File:K_Doc_Animation_Properties.PNG|frame|Properties, Drivers, Keyframes.]]&lt;br /&gt;
&lt;br /&gt;
; Properties have different colors and menu items for different states.&lt;br /&gt;
&lt;br /&gt;
; Gray - Property is not animated with Keyframes or Drivers.&lt;br /&gt;
: Insert Keyframes {{shortcut|I}}.&lt;br /&gt;
: Insert Single Keyframe.&lt;br /&gt;
: Add Drivers.&lt;br /&gt;
: Add Single Driver.&lt;br /&gt;
: Paste Driver.&lt;br /&gt;
&lt;br /&gt;
; Purple - Property value is controlled with a Driver.&lt;br /&gt;
: Delete Drivers.&lt;br /&gt;
: Delete Single Driver.&lt;br /&gt;
: Copy Driver.&lt;br /&gt;
: Paste Driver.&lt;br /&gt;
&lt;br /&gt;
; Green - Property has Channel with Keyframes.&lt;br /&gt;
: Insert Keyframes {{shortcut|I}}.&lt;br /&gt;
: Insert Single Keyframe.&lt;br /&gt;
: Clear Keyframes {{Shortcut|Alt|Shift|I}}&lt;br /&gt;
: Clear Single Keyframes.&lt;br /&gt;
&lt;br /&gt;
; Yellow - Property has Keyframes on the current Frame.&lt;br /&gt;
: Replace Keyframes {{shortcut|I}}.&lt;br /&gt;
: Replace Single Keyframe.&lt;br /&gt;
: Delete Keyframes {{shortcut|Alt|I}}.&lt;br /&gt;
: Delete Single Keyframe.&lt;br /&gt;
: Clear Keyframes {{Shortcut|Alt|Shift|I}}&lt;br /&gt;
: Clear Single Keyframes.&lt;br /&gt;
&lt;br /&gt;
; Each property also has some Keying Set options.&lt;br /&gt;
: Add All to Keying Set {{shortcut|K}}.&lt;br /&gt;
: Add Single to Keying Set.&lt;br /&gt;
: Remove from Keying Set.&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
&lt;br /&gt;
; 3D View.&lt;br /&gt;
: Insert Keyframes on current frame {{Shortcut|I}}&lt;br /&gt;
: Delete Keyframes on current frame {{Shortcut|Alt|I}}&lt;br /&gt;
&lt;br /&gt;
== Working with Actions ==&lt;br /&gt;
&lt;br /&gt;
[[File:K_Animation_Actions_Create.PNG|frame|Action Browser.]]&lt;br /&gt;
&lt;br /&gt;
; When you first animate an object by adding keyframes, blender creates an &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; to record the data.&lt;br /&gt;
&lt;br /&gt;
; &amp;#039;&amp;#039;Actions&amp;#039;&amp;#039; can be managed with the &amp;#039;&amp;#039;Action Browser&amp;#039;&amp;#039; in the [[Doc:2.6/Manual/Animation/Editors/DopeSheet|&amp;#039;&amp;#039;DopeSheet&amp;#039;&amp;#039;]] &amp;#039;&amp;#039;Action Editor&amp;#039;&amp;#039; header, or the properties region of the [[Doc:2.6/Manual/Animation/Editors/NLA|&amp;#039;&amp;#039;NLA Editor&amp;#039;&amp;#039;]].&lt;br /&gt;
&lt;br /&gt;
; If you are making multiple actions for the same object, press the &amp;#039;&amp;#039;&amp;#039;F&amp;#039;&amp;#039;&amp;#039; button for each action, this will give the actions a &amp;#039;&amp;#039;Fake User&amp;#039;&amp;#039; and will make blender save the unlinked actions.&lt;br /&gt;
&lt;br /&gt;
; Objects can only use one &amp;#039;&amp;#039;Action&amp;#039;&amp;#039; at a time for editing, the [[Doc:2.6/Manual/Animation/Editors/NLA|&amp;#039;&amp;#039;NLA Editor&amp;#039;&amp;#039;]] is used to blend mutiple actions together.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Koilz</name></author>
		
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