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Keyframe Manip
Dreamer edited this page Jan 23, 2022
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- 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.
- 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.
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)
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Simple animation with identical start and end keyframes and a Cyclic modifier applied.
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Animation after wave operator is called.
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)