Mixer Property Editor

 
 
 

To display: Choose Mix Animation Mixer Properties or Shape Mixer Properties in the animation mixer. You can also right-click over an empty area of a track and choose Mixer Properties.

For more information, see Controlling How Weight Is Mixed [Nonlinear Animation in the Animation Mixer].

Active

Controls whether the entire mixer or compound clip contributes to the animation during playback.

Mixer Options

Normalize

Controls how the mix is calculated:

  • When on, mixes are a weighted average. The results are mixes that fall in-between the values of the separate clips.

  • When off, mixes are additive. The values of the separate clips are added on top of each other.

Mix Current Options

Mix Current Animation

Mixes the parameters stored in the current action clip with the current fcurves of the same type on the selected object at the same frames. See Mixing Fcurves with Action Clips [Nonlinear Animation in the Animation Mixer] for more information.

If this option is off (default), the current action clip overrides any animation that is on the selected object on the same frames.

Mix Weight

When you select Mix Current Animation, you can blend the weight of the current action clip with the current fcurves on the object.

Ghost

Enables ghosting for the animated object in the Base Layer. You can also enable this ghosting by clicking the g button for the Base Layer in the Animation Layers panel. See Ghosting the Animation in Layers [Animation] for more information.

You can set the ghost's color by clicking the Ghost Color chip and then selecting a color in the mini color editor that opens.

Animation Layer Options

Determine how rotations are calculated for animation in animation layers. See Keying Rotations in a Layer [Animation] for more information.

Current Layer

Name of the current animation layer for the selected object.

Total Layers

Number of animation layers for the selected object.

Interpolate Rotations Using

Controls whether rotation values in the animation layers are mixed according to the Euler (default) or Quaternion algorithm.

  • Euler calculates each of the rotation's XYZ axes independently. It computes the layer rotation values in between keys using the same interpolation as you do when normally keying rotations on an object. The results may not be as smooth an interpolation as quaternion, but you can have more control over the layer's resulting fcurves.

  • Quaternion calculates all three rotation axes as a single unit, resulting in a smoother interpolation. The keys from the rotation fcurves are extracted and interpolated smoothly using quaternion interpolation. Because the quaternion fcurve has a key inserted for every key in the original rotation fcurves, it helps if the XYZ keys in the original fcurves are aligned on the same frames.

Rotation Options

Rotation Mixing

Controls whether rotation values are mixed according to their Quaternion values (default) or their Euler values. Quaternions usually result in smoother rotations.

Remove Spins

When you select Euler for Rotation Mixing, this option removes extra spinning that may occur in a rotation so that the object's rotation values are only between -180 and 180.

Maintain Continuity

When you select Quaternion for Rotation Mixing, this option generates more continuous rotation curves, especially for operations such as plotting/freezing rotation parameters driven by the animation mixer.