Keyframes
A node of the Action graph, in the Inputs group.
Keys set by hand: move things in the 3D View and key them (I), and change the keys and their curves on the timeline. Timed as a Clip.
Takes: time (channels), keys (text), speed (channels), offset (channels), cycle (on-off) · Gives: channels
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
| Keys | Which keys set by hand, by name. | text | — |
| Speed | How fast it plays: 2 is twice as fast, less than 0 backwards. | -20 to 20 | 1 |
| Offset | Where in it the action starts, in seconds. | -600 to 600 | 0 |
Cyclescycle | Round and round: past its end it starts again, rather than holding its last pose. | on or off | true |
Every setting is also an input: wire a value into it to change it over time. On the command line: pxr graph set game.pixor --which action --node keyframes --set KEY=VALUE.
What it wires to
Its time input takes channels, which these give: Apply to, Instances, Output, Blend, Lag, Limit, Maths, Merge, Rename, Repeat, Reverse, Select, and 27 more.
What it gives, channels, goes into: Apply to, Instances, Output, Blend, Lag, Limit, Maths, Merge, Rename, Repeat, Reverse, Select, and 27 more.
In the app, drag a wire from one of its dots: every dot the wire fits is ringed.
How it fits with the rest: the Action graph in the manual.