by Malefico
With the appearance of Publisher a few lucky guys could enjoy the new Non Linear Animation feature. Now that Blender 2.25 was set free for the public by the Blender Foundation everyone can has the chance to explore the many advnatages this new feature has (and write tutorials like this one) though the official documentation is somewhat "concise" to say the least.
In this "concise" tutorial I'll try to transmit more or less clearly what can you do with all this.
WARNING: This tutorial assumes that you have previous Blender skills, like armature and character animation setup, which will not be explained here (anyway, there are lots of tutorials about that, believe me)
To follow this tute, you'll need Blender Publisher 2.25 which can be downloaded from Blender Dot Org).
First of all let me remind you briefly how we
animate characters using armatures in Blender. As you know (or
should know if you read the warning) we normally define "actions"
with the different poses our charcater is going to acquire along the
timeline. The problem start to get obvious when we try to animate
ciclic actions (like a walkcycle) and at the same time we want the
character to do something else (like blinking, sneezing or shake his
head like nuts).
The more rational aproach to this is not to
define a unique action with all the stuff but to define several simple
actions and then to compone everything together combining the single
actions. Otherwise the actions could not be reusable in a single
fashion in new scenes and everything will be ugly and bad
:-P.
When there was no NLA in Blender,
the character animator struggled with this problem: to be able
to combine different actions, it was required a new
action that could act as a "store" for the chain of actions, a
place where you could paste sets of keyframes from the previously
defined actions in sequence (thus the term "Linear Animation"). And
if two or more actions were supposed to take place simultaneously,
the only way to do it was to copy the required keyframes and
insert them among the existing ones in the proper time of the
timeline. This was a tedious and prone
to error work.
Now that you are more or less convinced that
everything was bad and dark in the past, let me introduce you to
Non Linear Animation or NLA, the friend of children and defender
of illegal aliens !!.
But, before even think of it we'll
need a character, an armature and a couple of actions for it. If
you don't know where to find them just download this.
Remember: never go out for tutoring without a blend at hand
;-)
When you open the scene you'll find four windows: a
·D window with a character (criticism are not allowed), an
action window, and IPO window and finally a NLA window. If you
select the armature and check the action window, you'll see two
actions defined: "caminar" (spanish for "to walk") and "brazos"
(spanish for "arms"). In each one of these actions there are oly
keyframes for the moving bones of teh armature, for instance in
"caminar" there are keyframes only for the legs, and in
"arms" ... well, you'll figure it out.
The main idea behind
this is to work on each single movement and the combine everything
in the NLA window.
![]() | To add
actions in the NLA window we have to locate the mouse pointer over
the armature's channel and press SHIFT+A. A menu with all available
actions will pop up. If we don't locate the pointer over an armature
channel an error message "ERROR: Not an
armature" will pop up instead. |
![]() | So, place the pointer over the armature strip
and press SHIFT+A and add the "caminar" action. It will
appear as a yellow NLA strip when selected, or a pink one
otherwise. |
Now we are able to edit the action strip's properties as follows:
![]() | Here we see
several things. Among them is the number of frames the action has
(Action Range) and its duration along the animation timeline
(Timeline Range) indicated by its starting and ending frame
numebers. If we modify the last pair of numbers we could "stretch" an
action in time or otherwise "accelerate" it. Let's focus on the
"Repeat" parameter. As you may have figured out, it specifies the
number of times the action cycle is repeated along the timeline. As
our sample action has 25 frames and the whole timeline is 100
frames, I thought it might be a good idea to repeat it 4 times.
However I could have chosen a different number and Blender would
have adjust everything so as to keep the animation running
smoothly. Try 7 instead and you'll see the character walking
faster. |
Now oif you press ALT+A in the 3D Window you will see the walkcycle repeating over and over smoothly. Of course we have not seen anything really new up to now. Get back to the NLA window and add another action strip, this time choose "brazos" which animates the character's arms. This action is shorter than the walkcycle (21 frames) but we will also repeat it 4 times and will set the timeline range to 100 frames too (well, actually these parameters are already set in the sample blend but you can always check it by pressing "N" while keeping the mouse over the strip, ok ?). We can play with the number of repetitions, the start and end frame of the timeline range or adding Blendin or Blendout frames. If you test the animation you will see how the character wave its arms naturally as it walks. .
This would be nothing if we were ot able to
make the character displace from one place to another. To do this
we have the "Use Path" and "Stride" options. If we parent the
armature to a PATH curve and we activate the "Use Path" option, the
action will fit to the armature displacement along the path
accordingly to the "Stride" parameter. For instance if we set
Stride=8 the armature will displace 8 PATH frames once the action
cycle is finished (remember that the path length is set in the
animation buttons).
To see this working in the sample
blend file, change the scene to PATH and press ALT+A in the 3D
Window. You will see our fat fellow walking among some boxes. I
have modified the BlendIn and BlendOut of the walkcycle action and
also the Speed curve of the path (check the IPO window) to make
the movement linear (without acceleration in the beginning and end
). You can see that the NLA strip's properties are different in
each scene.
![]() |
There is a couple of options we haven't commented
yet: "Add" and "Hold".
By activating "ADD" we can add the
effects of the precedent actions gaining wider and longer
movements (if the actions act over the same bones).
"Hold" is
used to "freeze" the last frame of an action once reached. For
instance we could have set up a "TurnHead" action and set the NLA
strip to "Hold" so as the character kept its head turned for the
rest of the animation.
Well, there is no much
left to say about NLA and armatures. Now it is time for you to
experiment and to show the results of your work to the world. One last
recommendation though: it is possible to edit keyframes in the NLA
window. We can duplicate frames (shift+D), grab keyframes (G key) and
also erase keyframes (X key), but if you do erase keyframes be careful
because they will be lost forever from the currently selected action.
So be careful and always convert to NLA strip before erasing
anything.
Bye and good luck blenderheads !!