Is it possible to see an object's positions at different frames all at once?

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty margin-bottom:0;







up vote
6
down vote

favorite
1












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)










share|improve this question





























    up vote
    6
    down vote

    favorite
    1












    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)










    share|improve this question

























      up vote
      6
      down vote

      favorite
      1









      up vote
      6
      down vote

      favorite
      1






      1





      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)










      share|improve this question















      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






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited 12 mins ago









      Nicola Sap

      2,884832




      2,884832










      asked 4 hours ago









      hl037_

      1313




      1313




















          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:



          enter image description here



          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.



          enter image description here



          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:



          enter image description here



          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.



          enter image description here






          share|improve this answer






















          • 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










          Your Answer




          StackExchange.ifUsing("editor", function ()
          return StackExchange.using("mathjaxEditing", function ()
          StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
          StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
          );
          );
          , "mathjax-editing");

          StackExchange.ready(function()
          var channelOptions =
          tags: "".split(" "),
          id: "502"
          ;
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function()
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled)
          StackExchange.using("snippets", function()
          createEditor();
          );

          else
          createEditor();

          );

          function createEditor()
          StackExchange.prepareEditor(
          heartbeatType: 'answer',
          convertImagesToLinks: false,
          noModals: false,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: null,
          bindNavPrevention: true,
          postfix: "",
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          );



          );













           

          draft saved


          draft discarded


















          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f120107%2fis-it-possible-to-see-an-objects-positions-at-different-frames-all-at-once%23new-answer', 'question_page');

          );

          Post as a guest






























          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:



          enter image description here



          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.



          enter image description here



          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:



          enter image description here



          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.



          enter image description here






          share|improve this answer






















          • 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














          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:



          enter image description here



          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.



          enter image description here



          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:



          enter image description here



          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.



          enter image description here






          share|improve this answer






















          • 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












          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:



          enter image description here



          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.



          enter image description here



          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:



          enter image description here



          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.



          enter image description here






          share|improve this answer














          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:



          enter image description here



          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.



          enter image description here



          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:



          enter image description here



          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.



          enter image description here







          share|improve this answer














          share|improve this answer



          share|improve this answer








          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
















          • 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

















           

          draft saved


          draft discarded















































           


          draft saved


          draft discarded














          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f120107%2fis-it-possible-to-see-an-objects-positions-at-different-frames-all-at-once%23new-answer', 'question_page');

          );

          Post as a guest













































































          Comments

          Popular posts from this blog

          What does second last employer means? [closed]

          List of Gilmore Girls characters

          Confectionery