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Blender 5.0 Manual
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Blender 5.0 Manual

Getting Started

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Keying Sets

../../_images/editors_timeline_keying-sets.png

The Active Keying Sets data ID in the Timeline.

Keying Sets are a collection of animated properties that are used to animateand keyframe multiple properties at the same time.For example, pressingK in the 3D Viewport will bring up the available Keying Sets.Blender will then add keyframes for whichever Keying Set is chosen.There are some built-in Keying Sets and also custom Keying Sets called “Absolute Keying Sets”.

Keying Set Panel

Reference

Editor:

Properties

Panel:

Scene ‣ Keying Set

This panel is used to add, select, manage “Absolute Keying Sets”.

../../_images/animation_keyframes_keying-sets_scene-keying-set-panel.png

The Keying Set panel.

Active Keying Set

AList View of Keying Sets in the active scene.Selecting a keying set makes it active

Add Empty Keying Set

Adds an empty Keying Set.

Remove Active Keying Set

Removes the active keying set.

Description

A short description of the Keying Set.

Export to File

Export Keying Set to a Python scriptFile.py.To re-add the Keying Set from theFile.py, open then run theFile.py from the Text Editor.

Active Keying Set Panel

Reference

Editor:

Properties

Panel:

Scene ‣ Active Keying Set

This panel is used to add properties to the active Keying Set.

../../_images/animation_keyframes_keying-sets_scene-active-keying-set-panel.png

The Active Keying Set panel.

Paths

A collection of paths in aList View each with aData Path to a propertyto add to the active Keying Set.

Add Empty Keying Set Path

Adds an empty path.

Remove Active Keying Set Path

Removes the selected path.

Target ID-Block

Set the ID Type and theObject IDs data path for the property.

Data Path

Set the rest of the Data Path for the property.

Array All Items

UseAll Items from the Data Path or select the array index for a specific property.

F-Curve Grouping

This controls what group to add the channels to.

Keying Set Name, None, Named Group

Keyframing Settings

General Override

These options control all properties in the Keying Set.Note that the same settings inPreferences override these settings if enabled.

Active Set Override

These options control individual properties in the Keying Set.

Common Settings
Needed

Only insert keyframes where they are needed in the relevant F-Curves.

Visual

Insert keyframes based on the visual transformation.

Adding Properties to a Keying Set

Reference

Menu:

Context menu ‣ Add All/Single to Keying Set

Shortcut:

K

Some ways to add properties to Keying Sets.

RMB the property in theUser Interface, then selectAdd Single to Keying Set orAdd All to Keying Set.This will add the properties to the active Keying Set, or to a new Keying Set if none exist.

Hover the mouse over the properties, then pressK, to addAdd All to Keying Set.

Set Active Keying Set

Reference

Shortcut:

Shift-K

There are several ways to designate the active keying set:

  • PressShift-K in the 3D Viewport.

  • Select a keying set in theKeying Set panel.

  • Select a keying set in theKeying popover in the Timeline header,

Whole Character Keying Set

The built-inWhole Character Keying Set is made to keyframe all propertiesthat are likely to get animated in a character rig.

This keying set ignores bones whose name starts with one of the following prefixes,as it assumes these are technical bones that are not meant to be animated directly.The built-in Rigify addon generates such bones, for example.

  • COR (Corrective)

  • DEF (Deformation)

  • GEO (Geometry)

  • MCH (Mechanism)

  • ORG (Original from meta rig)

  • VIS (Visualization)

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