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Keyframe Manip

Dreamer edited this page Jan 23, 2022 · 2 revisions

Keyframe Manip

  • Operators to manipulate keyframes, such as offsetting bone keyframes to create a wave effect on a tail.
  • NOTE: Parameters may not appear when calling from the Action Editor area. If this is the case, try calling the operator from 3D View instead.

Bone Chains Panel

Image of Bone Chains Panel

  • When an Armature is active, found in Properties > Bone Chains
  • Top UI list is for chains. Bottom UI list is for bones in those chains.
  • Used in Keyframe Manip - Wave for offsetting keyframes by their locations in the bone chain.
    • If selected keyframes for bones are not in any bone chains, the operator will guess chains by parent-child relationships.

Keyframe Manip - Wave

dmr.keyframe_manip_wave(channel_shift, position_shift)

  • Offsets keyframes by order of bone chain.
    • Channel Shift: Number of frames to shift by chain index (int)
    • Position Shift: Number of frames to shift by down the chain (int)
  1. Simple keyframe animation Simple animation with identical start and end keyframes and a Cyclic modifier applied.
  2. After Wave operator call Animation after wave operator is called.

Keyframe Manip - Random

dmr.keyframe_manip_random_frame(seed, strength, split_channel_index, ignore_end_keyframes, snap_positions)

  • Offsets selected keyframe positions randomly.
    • Seed: Seed to use for shuffling keyframe positions (int)
    • Strength: Amount to move keyframes (float)
    • Split Channel Index: Calculate different values per channel index (bool)
    • Ignore End Keyframes: Skips starting and ending keyframes of channels (bool)
    • Snap Positions: Round new positions to nearest whole number (bool)