Is it possible to see an object's positions at different frames all at once?
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In other frame-by-frame animation software, you generally have an option to display previous frames as a kind of chronophotography (with the farthest the most transparent)
Is is possible in Blender to view a same object say at $t_k$ and at $t_k+n$ ? (That would ease setting the orientation)
animation 3d-view
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up vote
6
down vote
favorite
In other frame-by-frame animation software, you generally have an option to display previous frames as a kind of chronophotography (with the farthest the most transparent)
Is is possible in Blender to view a same object say at $t_k$ and at $t_k+n$ ? (That would ease setting the orientation)
animation 3d-view
add a comment |Â
up vote
6
down vote
favorite
up vote
6
down vote
favorite
In other frame-by-frame animation software, you generally have an option to display previous frames as a kind of chronophotography (with the farthest the most transparent)
Is is possible in Blender to view a same object say at $t_k$ and at $t_k+n$ ? (That would ease setting the orientation)
animation 3d-view
In other frame-by-frame animation software, you generally have an option to display previous frames as a kind of chronophotography (with the farthest the most transparent)
Is is possible in Blender to view a same object say at $t_k$ and at $t_k+n$ ? (That would ease setting the orientation)
animation 3d-view
animation 3d-view
edited 12 mins ago


Nicola Sap
2,884832
2,884832
asked 4 hours ago
hl037_
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1 Answer
1
active
oldest
votes
up vote
10
down vote
The technique you're referring to is usually called "onion skinning" or "ghosting". An implementation that fits your needs is implemented for Armatures and Grease Pencil.
Other kinds of animations don't have an equally good implementation of this: objects' midpoints can be "ghosted" for rigid motion (but this ignores rotation/scale and requires constant updates of your cache), while very little is present (as far as I know) for "soft", shape-deforming, motion.
Here you go:
Armature
If your object is driven by an armature, then it's possible to enable ghosting from the Object Data properties panel of the armature:
Just increase the "range" option under Ghost.
Rigid motion
For keyframed objects or rigid bodies, you can display the trajectory of their origin points using "Motion Paths". These paths must however be updated every time you change something (it's fast, but requires a click and can be distracting). I couldn't find a way to also "ghost" the orientation/shape.
Grease Pencil
Onion skinning is also available for the Grease Pencil as a "Layers" setting. The options are in the "N menu" in the 3D viewport:
Particles and Point cache simulations (soft body + cloth)
(Just to make a complete review I'll add this, even if it's not related to your question)
For particle and "soft" simulations, after baking, the trajectories of the particles or of the vertices can be shown in Particle Edit mode and tweaked with the "Draw: Path Steps" and "Fade Time", "Fade Time: Frames" options.
Cool! I have never seen Motion Paths before.
– rob
3 hours ago
1
@rob me neither, there's a lot of options I haven't discovered yet, despite using the software for years! And yet they are there, if you look closely :D
– Nicola Sap
3 hours ago
Is there also a method for shape keys or physics?
– quiliup
3 hours ago
3
For info, there’s similar for particle paths and soft body/cloth vertex paths in the Particle Edit mode by enabling the Fade Time and setting the nunber of frames.
– Rich Sedman
3 hours ago
1
@RichSedman answer updated!
– Nicola Sap
2 hours ago
 |Â
show 1 more comment
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
10
down vote
The technique you're referring to is usually called "onion skinning" or "ghosting". An implementation that fits your needs is implemented for Armatures and Grease Pencil.
Other kinds of animations don't have an equally good implementation of this: objects' midpoints can be "ghosted" for rigid motion (but this ignores rotation/scale and requires constant updates of your cache), while very little is present (as far as I know) for "soft", shape-deforming, motion.
Here you go:
Armature
If your object is driven by an armature, then it's possible to enable ghosting from the Object Data properties panel of the armature:
Just increase the "range" option under Ghost.
Rigid motion
For keyframed objects or rigid bodies, you can display the trajectory of their origin points using "Motion Paths". These paths must however be updated every time you change something (it's fast, but requires a click and can be distracting). I couldn't find a way to also "ghost" the orientation/shape.
Grease Pencil
Onion skinning is also available for the Grease Pencil as a "Layers" setting. The options are in the "N menu" in the 3D viewport:
Particles and Point cache simulations (soft body + cloth)
(Just to make a complete review I'll add this, even if it's not related to your question)
For particle and "soft" simulations, after baking, the trajectories of the particles or of the vertices can be shown in Particle Edit mode and tweaked with the "Draw: Path Steps" and "Fade Time", "Fade Time: Frames" options.
Cool! I have never seen Motion Paths before.
– rob
3 hours ago
1
@rob me neither, there's a lot of options I haven't discovered yet, despite using the software for years! And yet they are there, if you look closely :D
– Nicola Sap
3 hours ago
Is there also a method for shape keys or physics?
– quiliup
3 hours ago
3
For info, there’s similar for particle paths and soft body/cloth vertex paths in the Particle Edit mode by enabling the Fade Time and setting the nunber of frames.
– Rich Sedman
3 hours ago
1
@RichSedman answer updated!
– Nicola Sap
2 hours ago
 |Â
show 1 more comment
up vote
10
down vote
The technique you're referring to is usually called "onion skinning" or "ghosting". An implementation that fits your needs is implemented for Armatures and Grease Pencil.
Other kinds of animations don't have an equally good implementation of this: objects' midpoints can be "ghosted" for rigid motion (but this ignores rotation/scale and requires constant updates of your cache), while very little is present (as far as I know) for "soft", shape-deforming, motion.
Here you go:
Armature
If your object is driven by an armature, then it's possible to enable ghosting from the Object Data properties panel of the armature:
Just increase the "range" option under Ghost.
Rigid motion
For keyframed objects or rigid bodies, you can display the trajectory of their origin points using "Motion Paths". These paths must however be updated every time you change something (it's fast, but requires a click and can be distracting). I couldn't find a way to also "ghost" the orientation/shape.
Grease Pencil
Onion skinning is also available for the Grease Pencil as a "Layers" setting. The options are in the "N menu" in the 3D viewport:
Particles and Point cache simulations (soft body + cloth)
(Just to make a complete review I'll add this, even if it's not related to your question)
For particle and "soft" simulations, after baking, the trajectories of the particles or of the vertices can be shown in Particle Edit mode and tweaked with the "Draw: Path Steps" and "Fade Time", "Fade Time: Frames" options.
Cool! I have never seen Motion Paths before.
– rob
3 hours ago
1
@rob me neither, there's a lot of options I haven't discovered yet, despite using the software for years! And yet they are there, if you look closely :D
– Nicola Sap
3 hours ago
Is there also a method for shape keys or physics?
– quiliup
3 hours ago
3
For info, there’s similar for particle paths and soft body/cloth vertex paths in the Particle Edit mode by enabling the Fade Time and setting the nunber of frames.
– Rich Sedman
3 hours ago
1
@RichSedman answer updated!
– Nicola Sap
2 hours ago
 |Â
show 1 more comment
up vote
10
down vote
up vote
10
down vote
The technique you're referring to is usually called "onion skinning" or "ghosting". An implementation that fits your needs is implemented for Armatures and Grease Pencil.
Other kinds of animations don't have an equally good implementation of this: objects' midpoints can be "ghosted" for rigid motion (but this ignores rotation/scale and requires constant updates of your cache), while very little is present (as far as I know) for "soft", shape-deforming, motion.
Here you go:
Armature
If your object is driven by an armature, then it's possible to enable ghosting from the Object Data properties panel of the armature:
Just increase the "range" option under Ghost.
Rigid motion
For keyframed objects or rigid bodies, you can display the trajectory of their origin points using "Motion Paths". These paths must however be updated every time you change something (it's fast, but requires a click and can be distracting). I couldn't find a way to also "ghost" the orientation/shape.
Grease Pencil
Onion skinning is also available for the Grease Pencil as a "Layers" setting. The options are in the "N menu" in the 3D viewport:
Particles and Point cache simulations (soft body + cloth)
(Just to make a complete review I'll add this, even if it's not related to your question)
For particle and "soft" simulations, after baking, the trajectories of the particles or of the vertices can be shown in Particle Edit mode and tweaked with the "Draw: Path Steps" and "Fade Time", "Fade Time: Frames" options.
The technique you're referring to is usually called "onion skinning" or "ghosting". An implementation that fits your needs is implemented for Armatures and Grease Pencil.
Other kinds of animations don't have an equally good implementation of this: objects' midpoints can be "ghosted" for rigid motion (but this ignores rotation/scale and requires constant updates of your cache), while very little is present (as far as I know) for "soft", shape-deforming, motion.
Here you go:
Armature
If your object is driven by an armature, then it's possible to enable ghosting from the Object Data properties panel of the armature:
Just increase the "range" option under Ghost.
Rigid motion
For keyframed objects or rigid bodies, you can display the trajectory of their origin points using "Motion Paths". These paths must however be updated every time you change something (it's fast, but requires a click and can be distracting). I couldn't find a way to also "ghost" the orientation/shape.
Grease Pencil
Onion skinning is also available for the Grease Pencil as a "Layers" setting. The options are in the "N menu" in the 3D viewport:
Particles and Point cache simulations (soft body + cloth)
(Just to make a complete review I'll add this, even if it's not related to your question)
For particle and "soft" simulations, after baking, the trajectories of the particles or of the vertices can be shown in Particle Edit mode and tweaked with the "Draw: Path Steps" and "Fade Time", "Fade Time: Frames" options.
edited 2 hours ago
answered 3 hours ago


Nicola Sap
2,884832
2,884832
Cool! I have never seen Motion Paths before.
– rob
3 hours ago
1
@rob me neither, there's a lot of options I haven't discovered yet, despite using the software for years! And yet they are there, if you look closely :D
– Nicola Sap
3 hours ago
Is there also a method for shape keys or physics?
– quiliup
3 hours ago
3
For info, there’s similar for particle paths and soft body/cloth vertex paths in the Particle Edit mode by enabling the Fade Time and setting the nunber of frames.
– Rich Sedman
3 hours ago
1
@RichSedman answer updated!
– Nicola Sap
2 hours ago
 |Â
show 1 more comment
Cool! I have never seen Motion Paths before.
– rob
3 hours ago
1
@rob me neither, there's a lot of options I haven't discovered yet, despite using the software for years! And yet they are there, if you look closely :D
– Nicola Sap
3 hours ago
Is there also a method for shape keys or physics?
– quiliup
3 hours ago
3
For info, there’s similar for particle paths and soft body/cloth vertex paths in the Particle Edit mode by enabling the Fade Time and setting the nunber of frames.
– Rich Sedman
3 hours ago
1
@RichSedman answer updated!
– Nicola Sap
2 hours ago
Cool! I have never seen Motion Paths before.
– rob
3 hours ago
Cool! I have never seen Motion Paths before.
– rob
3 hours ago
1
1
@rob me neither, there's a lot of options I haven't discovered yet, despite using the software for years! And yet they are there, if you look closely :D
– Nicola Sap
3 hours ago
@rob me neither, there's a lot of options I haven't discovered yet, despite using the software for years! And yet they are there, if you look closely :D
– Nicola Sap
3 hours ago
Is there also a method for shape keys or physics?
– quiliup
3 hours ago
Is there also a method for shape keys or physics?
– quiliup
3 hours ago
3
3
For info, there’s similar for particle paths and soft body/cloth vertex paths in the Particle Edit mode by enabling the Fade Time and setting the nunber of frames.
– Rich Sedman
3 hours ago
For info, there’s similar for particle paths and soft body/cloth vertex paths in the Particle Edit mode by enabling the Fade Time and setting the nunber of frames.
– Rich Sedman
3 hours ago
1
1
@RichSedman answer updated!
– Nicola Sap
2 hours ago
@RichSedman answer updated!
– Nicola Sap
2 hours ago
 |Â
show 1 more comment
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