Track 赛道Basic 基础Properties 属性

Track Properties

路轨物业

Enable Animation

启用动画

Use this setting to turn animation tracks off, i.e., the track will not be animated despite existing animation. This state will automatically be inherited by the Child objects (Child objects’ states can nevertheless be switched independently of the Parent objects). The same functionality can be found in the layer column in the form of an Film Strip icon that can be turned on or off.

使用此设置关闭动画音轨,也就是说,即使有动画音轨,音轨也不会被动画化。这种状态将被 Child 对象自动继承(Child 对象的状态仍然可以独立于 Parent 对象进行切换)。同样的功能可以在图层列中找到,它是一个可以打开或关闭的菲林地带图标。

Solo Animation

独角动画

Activate this setting if you want to switch the track to Solo Animation mode, i.e., only that track will be animated and all others will be turned off. This state will be inherited by all Child objects but can be changed on an individual basis. The same functionality can be found in the layer column in the form of a film strip that can be turned on or off.

激活这个设置,如果你想切换到单人动画模式的轨道,也就是说,只有该轨道将动画和所有其他将关闭。此状态将由所有 Child 对象继承,但可以根据个人情况进行更改。同样的功能可以在图层列中找到,它是可以打开或关闭的胶片条形式。

Constant Velocity

恒定速度

See Set/Reset Constant Velocity.

参见设置/复位恒定速度。

Before

之前

After

之后

At top the original animation containing three keys. Below the various 在顶部的原始动画包含三个键。下面的各种Before 之前 and After 之后 modes. 模式

This is where you can easily define how the track animations should behave before the first and after the last key. The following options are available:

在这里,您可以轻松地定义跟踪动画在第一个键之前和最后一个键之后的行为。以下方案可供选择:

Off

关掉

The property’s value is undefined before and after the key animation. For a position animation this would mean that you could move the object anywhere in the editor without losing control of the animation.

属性的值在键动画之前和之后都没有定义。对于位置动画,这意味着您可以将对象移动到编辑器中的任何位置,而不会失去对动画的控制。

Constant

恒定

The value of the first and last keys will remain before and after the key animation.

第一个和最后一个键的值将保留在键动画之前和之后。

Continue

继续

The speed with which a parameter changes will be ascertained based on a tangent’s speed of ascension and maintained infinitely until the end of the document.

参数变化的速度将根据切线的上升速度确定,并无限维持到文档结束。

Repeat

重复

The key animation will be repeated seamlessly. Here it would make sense if the first and last keys shared the same value in order to prevent a jump at the end / beginning of the animation.

关键动画将被无缝地重复。在这里,如果第一个键和最后一个键共享相同的值,以防止在动画结束/开始时出现跳转,这是有意义的。

Offset Repeat

偏移重复

Similar to Repeat. When start and end keys have different values a gradual ascending or descending curve may develop periodically due to the fact that the curve with the start key will be laid on the end key.

类似于重复。当开始键和结束键具有不同的值时,由于带有开始键的曲线将放在结束键上,因此可能会周期性地出现渐进升降曲线。

Oscillate

振荡

Start and end keys will each be mirrored horizontally. Such animations are good for extension / contraction animations (e.g., hydraulic cylinders) when the opposing movements must remain constant.

开始键和结束键都将水平镜像。当相对的动作必须保持不变时,这样的动画对扩展/收缩动画(例如液压缸)很有帮助。

If you use a Time Track and also have the 如果您使用时间跟踪,并且还有Relative Mapping 相对映射 option enabled, the previously described modes will not function as expected. 选项启用后,前面描述的模式将不能正常工作

Repetitions[0..2147483647]
Repetitions[0..2147483647]

重复[0.2147483647]重复[0.2147483647]

For the Before and After settings Repeat, Offset Repeat and Oscillate you can define the number of repetitions using their respective values. After the repetitions have ended the last value reached will be kept.

对于之前和之后的设置重复,偏移重复和振荡,你可以定义的重复次数使用他们各自的值。重复学习结束后,最后达到的值将保持不变。

Time Track

时间轨迹

Drag the name of a previously created Time Curve here.

在这里拖动以前创建的时间曲线的名称。

Relative Mapping

相对映射

If enabled, the Time Track’s temporal position or length will no longer play a role. It will basically be adapted to the corresponding animation track (as if it were identical).

如果启用,时间轨道的时间位置或长度将不再起作用。它将基本上被改编为相应的动画轨道(如果它是相同的)。

Use Pref. Color

使用 Pref.Color

If this option is enabled the colors defined in the Preferences menu (Interface Colors|Timeline: track X/Y/Z color) for the F-Curves will be used in both Dope Sheet and F-Curve Mode. If this option is disabled, the color can be defined freely (for most Tracks).

如果这个选项是启用的颜色定义在参数选择菜单(界面颜色 | 时间轴: 轨道 X/Y/Z 颜色)的 f 曲线将被使用在 Dope 表和 f 曲线模式。如果禁用此选项,则可以自由定义颜色(对于大多数曲目)。

Color

颜色

F-Curve Offset[-∞..+∞]
F-Curve Scale[-∞..+∞%]

F 曲线等距[-∞ . . + ∞] f 曲线标度[-∞ . . + ∞% ]

Normally F-Curves are displayed in the F-Curve window according to their key value. This can be problematic if an object is animated from, for example, P.X.=20000 to P.X.=40000. The F-Curve will then lie far outside the normal visible F-Curve range, which usually lies around the Y=0 coordinate. Since most users want F-Curves to lie over each other in order to be better able to edit an animation, the following settings can be applied:

正常情况下,f 曲线根据它们的关键值在 f 曲线窗口中显示。例如,如果一个对象是从 p.x = 20000到 p.x = 40000这样的动画,那么这就会有问题。然后 f 曲线将远远超出正常可见的 f 曲线范围,通常位于 y = 0坐标附近。由于大多数用户都希望 F-Curves 能够叠放在一起,以便更好地编辑动画,因此可以应用以下设置:

For either method used: No key values and the animation itself will not change. Only the visual depiction of the F-Curve will change. The track name will be marked with a mock R if different values from = or, for example, 100% is set for both values. In the Timeline’s F-Curve menu you will find the Reset Relative option which will set both values back to default.

对于任何一种使用的方法: 没有键值和动画本身不会改变。只有对 f 曲线的视觉描述会发生变化。如果为两个值都设置了来自 = 的不同值,那么轨道名称将用模拟 r 标记,例如,100% 。在时间轴的 f 曲线菜单,你会发现重置相对选项将设置两个值回到默认值。