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	<title>Doc:2.6/Manual/Animation/Techs/Object - 版の履歴</title>
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		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:51:51Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&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) 19:51時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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		<title>wiki&gt;Urkokul: /* Animating other object properties */</title>
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		<updated>2014-10-17T04:07:16Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Animating other object properties&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header||}}&lt;br /&gt;
&lt;br /&gt;
=Animating Objects=&lt;br /&gt;
One of the most common animation in Blender is the object’s one: it’s straightforward (i.e. it’s easy to see and understand the results of your animation editions), and of course very often needed!&lt;br /&gt;
&lt;br /&gt;
''Direct'' animation types for animating whole objects are:&lt;br /&gt;
* keyframing;&lt;br /&gt;
* [[Doc:2.6/Manual/Animation/Editors/Graph/FCurves|interpolation and timing changing F-curves]].&lt;br /&gt;
&lt;br /&gt;
''Indirect'' animating whole objects are providing with:&lt;br /&gt;
* [[Doc:2.6/Manual/Animation/Techs/Object/Constraint|constraints]];&lt;br /&gt;
* [[Doc:2.6/Manual/Animation/Basics/Drivers|drivers]];&lt;br /&gt;
* [[Doc:2.6/Manual/Animation/Techs/Object/Path|paths]].&lt;br /&gt;
&lt;br /&gt;
==Animating basic object transforms==&lt;br /&gt;
[[File:Doc-26-Manual-Animation-ObjectTransformProperties.png|thumb|right|300px|Basic animable transform properties of any object in Blender.]]&lt;br /&gt;
There are eighteen object ransforms with 3D-View or the {{Literal|Transform}} section in {{Literal|Object}} context {{Literal|Properties}} ''window'' and in {{Literal|Properties}} ''panel'' ({{Shortcut|n}}):&lt;br /&gt;
* nine for the “absolute” properties:&lt;br /&gt;
** {{Literal|Location X}}, {{Literal|Location Y}} and {{Literal|Location Z}};&lt;br /&gt;
** {{Literal|Rotation X}}, {{Literal|Rotation Y}} and {{Literal|Rotation Z}};&lt;br /&gt;
** {{Literal|Scale X}}, {{Literal|Scale Y}} and {{Literal|Scale Z}}; and&lt;br /&gt;
* nine “relative” to the current properties:&lt;br /&gt;
** {{Literal|Delta Location X}}, {{Literal|Delta Location Y}} and {{Literal|Delta Location Z}};&lt;br /&gt;
** {{Literal|Delta Rotation X}}, {{Literal|Delta Rotation Y}} and {{Literal|Delta Rotation Z}};&lt;br /&gt;
** {{Literal|Delta Scale X}}, {{Literal|Delta Scale Y}} and {{Literal|Delta Scale Z}}.&lt;br /&gt;
&lt;br /&gt;
Firsts of them allows to animate “absolute” positioning/rotating/scaling of your object by replacing their values in time and they are using most frequently.&lt;br /&gt;
&lt;br /&gt;
Seconds of them are animating by ''adding'' some values to the current transform properties values, rather than replacing them.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
===Common algorithm animating===&lt;br /&gt;
# Go to a need frame on Timeline, where you want to insert keys.&lt;br /&gt;
# Grab/rotate/scale your object to your liking at the current frame.&lt;br /&gt;
# Hit {{Shortcut|I}} or select {{Literal|Insert Keyframe...}} item in submenu {{Literal|Animation}} of 3D-header {{Literal|Object}} menu in {{Literal|Object}} mode and insert keys for the properties you want to animate (either location, rotation, scale, or any combinations of the three). Note that once you have added the needed F-curves, you can also use the {{Literal|Available}} option to add new keys to, and only to, all existing F-curves.&lt;br /&gt;
# Go to the next need frame, where you want to insert keys.&lt;br /&gt;
# Repeat the inserting keys, as above!&lt;br /&gt;
[[File:Doc_Actions_Insert_Keyframe_01.PNG|thumb|center|500px|Common basic cube animation on frames 1, 50, 100.]]&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Animating other object properties==&lt;br /&gt;
&lt;br /&gt;
The majority of objects properties in Blender are animable.&lt;br /&gt;
&lt;br /&gt;
If an object property is animable, then it can be animate, in other words — with {{Shortcut|rmb}} click on its fields in any Blender interface there will be:&lt;br /&gt;
[[File:Doc_kia_Cube04.PNG|frame|right|{{Shortcut|rmb}}-click menu with available animating.]]&lt;br /&gt;
* in the appeared context menu items {{Literal|Insert Keyframe}} (optional {{Literal|Insert Single Keyframe}}, {{Literal|Insert Driver}} and kindreds with it);&lt;br /&gt;
* with next selection one of this command the property field is colored;&lt;br /&gt;
* its F-curve become available in Graph Editor and its channel — available in Dopesheet Editor.&lt;br /&gt;
{{clr}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
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