Animation & Rigging¶
This section describes the code design and functional requirements of Animation & Rigging related features.
Core Concepts¶
To be documented:
- Animation Channel Filtering, used for obtaining animation channels for drawing in UIs, performing operations, and evaluating animation.
- Animation Data, how animation data is attached to ID datablocks.
- Keying Sets and Auto-Keying
- Armature Skeletal Animation, how pose data is stored, evaluated, and applied.
- Armature Skeleton Editing, how armatures are created and edited, including bone naming conventions, mirroring, symmetrizing.
- Constraints
- Evaluation Pipeline, how animation data is evaluated and applied.
- Interpolation / Blending
- Motion Paths
- Quaternions
Tools¶
To be documented:
- In-Between tools, like the Pose Breakdowner, Relax To Rest Pose, etc.
Animation & Rigging Related Editors¶
To be documented:
- Dope Sheet and Action Editor
- Graph Editor
- Timeline