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The Animation & Rigging module had a workshop two weeks ago, 26-30 June 2023, at Blender HQ. It was part of the Animation 2025 project, and a continuation of last year's workshop in October.
The goal of the workshop: to speed up animators (and others working with animation data) by reducing manual data management.
The Action has been Blender's main animation data container for over two decades. In this blog post we propose a new data-block called 'Animation', which will eventually replace the Action as the main container of animation data.
This blog post is divided into a few sections:
When moving from HackMD to the blog, the above ToC should be turned into links to the actual sections.
Desires
Whatever data model we come up with, it has to serve as a basis for the bigger ideas from the October 2022 workshop.
At the start of the workshop we set out some desires for the new system. We want animators to be able to:
From this it was clear we wanted to introduce animation layers.
Furthermore, we want to keep animation of related things together, which means that it should be possible to animate multiple data-blocks with one Animation. With this you could, for example, animate an adult holding a baby and put the animation of both of them in one Animation data-block.
Finally, a desire was to make all animation linkable between blend files. This is already possible with Action data-blocks, but the NLA data sits directly on top of the animated object, and cannot be linked without linking the object itself. Furthermore, each object has independent NLA data, so doing non-linear animation with multiple objects simultaneously is tedious. We concluded that we should move the NLA functionality into the Animation.
Animation Layers
Currently it is technically possible to work with layered animation in Blender. It would require using the NLA, creating an Action for each layer and placing those on different tracks. Technically possible but not a pleasure to work with. Not only does this create plenty of different Actions, it also makes it very hard to perform edits across layers, for example when retiming.
To exacerbate the situation, as already described above, NLA data cannot be linked as a separate 'thing' like Actions can, so taking these layered animations further through the production pipeline can be problematic.
The goals for a new animation layering system are:
Multi Data-Block Animation
Wouldn't it be great if 'one character' could just have 'one animation'? The reality is that 'one character' consists of many data-blocks, all of which will get their own Action when they get animated. This is often worked around by driving everything from bones and custom properties on the Armature. This is possible, but this is clumsy and can be hard to set up.
The proposed Animation data-block can keep its animation grouped per "user":
Through the same system, animating multiple characters is then also possible:
Closer Look
This section takes a closer look at the ideas described above.
Animation Layers
In a sense, each layer can be seen as an Action data-block (but more powerful, more on that later). Layers can contain F-Curves and other kinds of animation data, and are evaluated bottom to top.
Animation Layers can, of course, have different contents, and be keyed on different frames.
How each layer blends with the layers underneath it can be configured per layer.
This is different than Blender's current NLA system, where the blend mode can be set per strip. Having this setting per layer makes it simpler to manage, and more straight-forward to merge layers together. Each layer has a mix mode (replace, combine, add, subtract, multiply) and influence (0-100%).
Layers can also be nested:
How these nested layers behave is determined by the parent layer's 'child mode' setting:
Whether a layer can have both data of itself and child layers is still an open question. For now it's likely that we'll try and keep things simpler, and only allow one or the other.
Multi-target Animation
Contrary to Actions, layers can contain animation for multiple data-blocks. This is done via a system of outputs; the animation data has various outputs, and you can plug a data-block into each of those.
The example above has two outputs, one for Einar and one for Theo. Each of these has a set of independent F-Curves.
How exactly this will be represented in the user interface is still being designed. A connected output will likely just show the name of the connected data-block.
Non-Linear Editing
When we wrote "Layers can contain F-Curves and other kinds of animation data", we simplified things a bit. Let's dive in deeper.
The animation data of a layer is actually contained in a strip on that layer. By default there is only one strip, and it extends to infinity (and beyond). This is why we didn't show that strip in the images above.
When desired, you can give the strip bounds and it will behave more like an NLA strip. You can move it left/right in time, repeat it, reference it from the same or from other layers, etc.
By having the animation data always sit in a strip, your data is handled in a uniform way. This should avoid making a big switch like you'd have to do now to use the NLA. Also tooling will become more uniform, and add-on writers will have an easier time too.
Strip Types
All layers are the same. The strips on them can be of different types, though.
These strip type names may change over the course of further design work.
We have ideas for other strip types too; these need more work to properly flesh out. For now these are rough ideas, but still a core part of the overall design.
Data Model
Since this is the Developer Blog, of course we have data model diagrams. The green nodes are all embedded inside the Animation data-block itself.
Animation
is anID
so that it can be linked or appended from other blend files.Other
ID
s can point to theAnimation
they are influenced by, similar to how they currently point to anAction
.Each Animation has a list of layers, and a list of outputs.
Each
Output
by default has a single ID pointer, which determines what data-block that output animates. Thelabel
is automatically set to the name of the data-block, so if the pointer gets lost, there's still the label to identify and remap the output. Theid_type
makes sure that different data-block types cannot be mixed, just like you cannot assign a Material Action to a Mesh data-block.An idea we are exploring is the possibility of 'shared' outputs, i.e. making it possible to animate multiple data-blocks with one output, the same way you can currently have multiple Objects using the same Action.
It is not yet known whether this would actually be a desirable feature, as it would complicate working with the new system.
The diagram shows that an
ID
points to itsAnimation
, and an output points back to theID
. This seems perculiar at first, and earlier designs did not have that second pointer. Instead, each output had a name, and theID
would declare the name of the output it would be animated by. Appearing straight-forward at first, we found out that such a name-based approach will likely be fragile and hard to manage. Because of this, we chose to use pointers instead, which Blender already has tools for managing.Strip Types
Like the diagram above, green nodes are all contained inside the Animation data-block itself.
Keyframe strips define an array of animation channels (more on those below) for each output.
How exactly outputs are referenced by the strips is still an open design question. We are considering simply using the output index, but that has some fragility. Pointers could work, but they'd need remapping every time a copy is made of the Animation. This also happens for the undo system, so it's not as rare as it might seem at first.
The reference types
ReferenceStrip
andAnimStrip
can do two kinds of remapping:Cube.001
gets applied toCube.002
.pose.bones["clavicle_left"].…
gets mapped topose.bones["clavicle_L"].…
. This would be done on a prefix basis, so any data path (called 'RNA path' internally in Blender) that starts with the remapped prefix is subject to this change.Channel Types
The new animation model should be appliccable to more than F-Curve keyframes. This would allow for tighter integration with Grease Pencil animation, to name one concrete example. Furthermore, the current system of using camera markers to set the active scene camera is a bit of a hack, in the sense that the system is limited to only this specific use. It would be better to have animations of the form 'from frame X onward use thing Y' more generalised. For these reasons, a
KeyframeStrip
can contain different animation channel types:FMap
is a mapping from a frame number to an index into some array. Unlike anFCurve
, which has a value for every point in time, anFMap
can have 'holes'. It is intended for Grease Pencil, to define which drawing is shown for which frames.IDChooser
is a generalisation of the current camera markers. Basically it says 'from frame X forward, choose thing Y'. It is unlikely that this can be applied to animate all data-block relations, as it could be very difficult to create a system to support all of that. We'll likely pick a few individual properties that can be animated this way first, to gain experience with how it's used and what the impact is. Later this can be expanded upon.To Be Designed
There is a lot still to be designed to make this a practical system. Here we list some of the open topics, so that you know these have not been forgotten:
Grease Pencil Collab - Ghosting
In collaboration with the Grease Pencil team, represented by Falk David and Amélie Fondevilla, we discussed ghosting. This is also known as 'onion skinning' in the 2D animation world; we chose 'ghosting' as the term for Blender as this seems to be more widely used in 3D animation, games, and other fields.
Christoph and Falk collaborated on a prototype, which is shown in the video below:
Goals
The goals of the ghosting system are:
Features
The following features are considered important for the system:
Technical Challenges
Of course there are various technical challenges to solve.
Currently selection can already be tricky. For example, when two objects share the same armature and both are in pose mode, the selection is synced between them. Selection across different points in time would likely require more copies of the data, which needs to be managed such that Blender doesn't explode.
The dependency graph will have to be updated to account for multiple points in time being evaluated in parallel. This will likely also cause 'completion' states to be per frame, so that the current scene frame can be marked as 'evaluated completely' before the ghosts are.
Finally there is the question of how to ensure the speed of the system. If we use caching for this, there's always the question on how to invalidate that cache.
Operations / Possibilities / Future Ideas
The workshop focused on the data model, and less on operations to support this model. The following operations were briefly discussed, and considered for inclusion. This is not an exhaustive list.
Timeline
It is a bit too early to come up with a detailed timeline, so here is our goal in broad terms:
Conclusion
This blog post has given an overview of the current state of design of a new animation data model. Although this broad direction is pretty well decided on, things are still in flux as we create prototypes and try to figure out how to integrate other ideas.
If you want to track the Animation & Rigging module, there are the weekly module meetings (meeting notes archive) and of course the discussions on the #animation-module Blender Chat channel.