It’s a traditional animation term really, like a written list akin to a storyboard, but with animators in mind. We’re in this editor called the Dope Sheet. I know this doesn’t make a lot of sense, but that’s the way Blender was made. Here’s what I’m left with: Turning our animation into an Action Stripīear with me while you read this: We need to change the Dope Sheet from Dope Sheet Mode into Action Strip mode. I’ll de-select everything (A) first, then border-select around the Y-Location keyframes and press X. Disabling the Y Location does indeed what we want (in my example anyway), so it’s safe to proceed with the next step: selecting all Y Location keyframes and deleting them. ![]() To preview what we’re about to do, you can deselect any of the keyframe tracks. Expand your character like I did below to see the location/rotation values. If it does not, make sure to change it into the Dope Sheet. ![]() This brings up the Dope Sheet in the bottom window, which will be handy to use here. Switch into the Animation Tab at the top. In my example that’s the case, and judging by the green line in the Blender Viewport, we need to delete all keyframes that propel our little guy on the Y axis. ![]() If you did not, then your character will move forward and we’ll need to remove this motion. If you’ve exported a walk cycle with the in-place option ticked, you’re good to go. Let’s make him repeat this cycle four times and have him walk out of our frame. My default animation duration is 250 frames, so after walking one cycle, the character stops. It’s a simple walk cycle with a duration of 62 frames. Here’s what my interface currently looks like (I’m using Blender 2.82). While we can create animations directly in Blender, I’ll focus on using the one we’ve imported from Mixamo in my earlier article. If the forward motion is included in the Action Strip, the character would reset to the beginning rather than continuously move forward. For walk cycles, it is common to exclude the forward motion from the Action Strip and instead replace it with a linear motion. The NLA Editor can be used in conjunction with regular keyframes. Action strips can be mixed and matched to blend in, so there’s no popping when one animation ends and one begins. If you’re curious, NLA stands for Non Linear Animation. We start with regular keyframes, turn them into a block (or Action Strip as Blender calls them), and then we mix and match them on a special timeline called the NLA Editor. The concept of the NLA Editor is similar to aniBlocks in DAZ Studio, or the NLA blocks in Carrara.
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