
资源介绍
Create stop-motion animations by sculpting frame-by-frame
Compatibility: Blender 4.2.0+
官方介绍(中文整理)
通过雕刻框架创建停止动画。
- Pablo Dobarro是现代雕塑模式的创造者之一,他完整重写和重新恢复了标志性 Keymesh 的插图。 Addon 也包含来自Aldrin Mathew的最新消息。 Daniel Martinez Lara的原始测试和图像/录像。
使用 Keymesh , 您可以以非常传统的方式在 Blender 中创建像停止动作的动画。 Keymech 使得几乎每种对象的框之间可以互换对象数据。 这意味着您可以雕塑、 模型、 新郎或油漆框架来制作美丽的动画( 添加、 破坏性的) !
此版本的 Keymesh 已被更新, 用于处理各类对象, 以便您能够动画流的头发曲线、 漂浮的体积、 文本在框架之间变化, 或者从曲线上移动的文字( 嘴部形状、 替换部件) , 这样您就可以在几秒钟内动画停止动作风格的唇合成 ! 这一实施还打算使Keymesh能够在生产环境中使用,包括3D工作室和实际停动工作室。
插件的特点包括:
- 框架拾取器
Keymesh 拥有一个框架拾取器界面, 该界面列出您与 Keymech 制作的对象的所有版本( 区块) , 让您组织这些版本, 并轻松地为他们插入新的键盘, 不必在 Dope 工作表中重复键盘。 界面还显示动画中使用每个区块的次数。
( Keymesh 也可以作为添加的对象格式工作, 因此对模型家和雕塑家也有用。 在内部, 它通过保存多个版本的天体数据( 如 Mesh、 Curve) 来发挥作用, 这意味着您可以保存, 比如您雕塑的不同层, 以及您无法决定的模型的不同变体。 您可以把它们放在时间线上, 擦拭, 并连续查看您对象的所有版本 ! )
- 附加、链接和图书馆覆盖!
Keymesh 对象可以在屏幕文件中附加或链接。在链接对象上,除预览以外的所有操作员都被禁用,但您可以让库覆盖,指定新的本地动作,并通过在时间轴中放置现有块创建新的动画。 您无法更改 Keymesh 区块, 或在屏幕文件中创建新区块, 但是在原始文件中您可以, 当您刷新您的场景文件时, 新的区块将可用于在 Frame Picker 中链接和覆盖对象, 准备动画 !
这样可以让您拥有“ 替换部件工作流程 ” , 在其中您事先在对象文件中创建您需要的所有框架/ 屏障, 在您的场景文件中您可以安排这些块来动画它们之间的切换。 替换部件的方法在真正的停止动作制作中是如何工作的。
(IMPORTANT: 在附加或连接 Keymesh 对象时, 请不要忘记禁用文件浏览器中的“ 插入对象数据” 选项)
- 种子农场支助
您可以烤制您的 Keymesh 动画, 这样它就可以被发送到没有安装 Keymesha 的地方。 对于每一个 Keymech 区块, “ 转向分离对象” 操作员( 设置在导出工作流程上) 创建一个新对象, 并动画它的可见度, 所以在最终动画看起来完全相同, 但是它不是显示 Keymeh 区块 , 而是显示不同的对象。 操作员不具有破坏性, 所以您可以删除收藏, 并在修改动画时再次运行操作员。
- 3D 打印替换部件
将 Keymesh 动画转换为单独对象的操作员。 将为每个动画框创建一个新对象, 并排在屏幕上, 准备导出并打印。 此工具用于那些想要使用 Keymesha 进行真实的停止动作生产的人, 由 3D 打印每个框架的动画部件, 并将其作为替换部件使用。 操作员也可以删除复制件, 这样您就不会打印两次相同的文件。
(见Blender会议关于该特征如何用于停动生产的发言)
- Keymesh 的形状键
使您将形状键动画转换为 Keymesh 的破坏性操作员。 形状键被删除, 雕塑动画被烤成 Keymech 框架。 这意味着您可以将 3D 动画工作流程与传统的停止动作结合起来, 在您用形状键完成后使用“ Keymesha 通行证 ” , 并在单个框中输入雕塑细节。
查看官方原文摘要(English)
- Complete rewrite and revival of iconic Keymesh add-on by Pablo Dobarro, one of the creators of modern sculpt mode. Add-on also includes updates from Aldrin Mathew. Original testing and images/videos by Daniel Martinez Lara
With Keymesh, you can create stop-motion-like animations inside Blender in a very traditional way. Keymesh makes it possible to swap object data between frames for almost every type of object. That means you can sculpt, model, groom, or paint frame-by-frame to craft beautiful (additive, destructive) animations!
This version of Keymesh has been updated to work on all types of objects so that you can animate flowing hair curves, floating volumes, text changing between frames, or vesimes (mouth-shapes, replacement parts) from curves so that you can animate stop-motion style lip-syncs in a matter of seconds! This implementation also intends to make Keymesh usable in a production environment, both for 3D and actual stop-motion studios.
Features of the add-on include:
- Frame Picker
Keymesh has a Frame Picker UI that lists all versions (blocks) of objects you've made with Keymesh, lets you organize them and insert new keyframes for them easily, without having to duplicate keyframes in Dope Sheet. UI also displays how many times each block is used in the animation.
(Keymesh can also work as an object versioning add-on, so it is useful for modelers and sculptors too. Internally it works by saving multiple versions of the object data (e.g. Mesh, Curve), meaning you can save, for example, different layers of your sculpting, and different variants of the model you can't decide between. And you can put them on the timeline, scrub, and see all versions of your object in succession!)
- Append, Link, and Library Overrides!
Keymesh objects can be appended or linked in your scene files. On linked objects all operators except previewing are disabled, but you can make library override, assign it a new local action, and create new animations by placing existing blocks in the timeline. You can't change Keymesh blocks, or create new ones in the scene file, but in the original file you can, and when you refresh your scene file new blocks will be available for linked & overridden objects in Frame Picker, ready to be animated!
This allows you to have “replacement parts workflow”, in which you create all the frames/blocks you’re gonna need beforehand in the object file, and in your scene file you arrange those blocks to animate switching between them. Exactly how the replacement parts method works in real stop-motion productions.
(IMPORTANT: Don't forget to disable "Instance Object Data" option in File Browser when you're appending or linking Keymesh object)
- Render Farm Support
You can bake your Keymesh animation so that it can be sent to the render farm where Keymesh isn't installed. For every Keymesh block, "Convert to Separate Objects" operator (set to Rendering workflow) creates a new object and animates its visibility, so in the end animation looks exactly the same, but instead of Keymesh blocks it shows separate objects. Operator isn't destructive, so you can just delete the collection and run the operator again when you make changes to your animation.
- 3D Printing Replacement Parts
Operator that turns Keymesh animation into separate objects. A new object will be created for each animated frame and lined up in your scene, ready to be exported and printed. This tool is for people who want to use Keymesh for real-life stop-motion productions by 3D printing animated parts for each frame and using them as replacement parts. Operator can also delete duplicates, so that you never print same thing twice.
(See this Blender Conference presentation about how this feature is used in stop-motion production)
- Shape Keys to Keymesh
Destructive operator that lets you convert shape key animations into Keymesh. Shape keys are removed and instead sculpted animation is baked into Keymesh frames. That means you can combine 3D animation workflow with traditional stop-motion, by doing "Keymesh passes" after you're done with shape keys, and want sculpt details on individual frames.
安装方法
- 打开 Blender「编辑 → 偏好设置 → 获取扩展(Get Extensions)」,搜索 Keymesh,可直接从官方库安装。
- 手动安装时,选择适合当前 Blender 版本与系统的 ZIP 包,在「获取扩展」右上角菜单选择「从磁盘安装(Install from Disk)」,选中 ZIP 文件,无需解压。
- 安装后,在偏好设置的「插件(Add-ons)」中确认已启用,并按作者说明使用。
下载安装包
请选择与你的 Blender 版本和操作系统相符的文件,下载由 Blender 官方扩展库提供。
正在加载安装包…
来源与许可
- 作者 / 维护者:nickberckley
- 许可:SPDX:GPL-3.0-or-later
- 来源:Blender 官方扩展库






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