Blender 設計者 Aligorith's Lair 對於 2.5 版動畫設計很重要的一段話：
Intended Workflow - Unifying these Design Considerations
Taking into account all of these considerations, I designed the "new" NLA system that is basically what you see today.
1. Animate normally - just start inserting keyframes, and then edit these in DopeSheet/Graph Editor until it looks good. A new action is created when the first keyframe is created ("active action").
2. In NLA Editor, click on the snowflake icon on the red "action" line under the name of the object you've just animated (i.e. "snowflake it"). The "active action" gets removed from the Object, and gets added to the Object's NLA-Stack as a NLA-Strip. This new NLA-Strip references that action.
3a. To animate create another action to refine/tweak some aspects of the NLA-Stack, just start animating again. That is, you're back to step 1, with a new "active action" created for all your keyframes to go into. Nice and simple.
3b. To edit an existing NLA strip's action (you may like to call this "NLA action"), select the strip and hit TAB. This temporarily disables (they are hidden, and stop being evaluated) all the NLA tracks above the one that contains this strip, and makes the NLA-strip's action the new (temporary) "active action". When this happens, you can animate in that strip's action just like before in step 1. When you're finished editing, just hit TAB to get out again, and the previously muted tracks come back, and the NLA-strip's action is no longer the "active action" anymore. It's just like entering and exiting EditMode :)
Blender : 使用 NLA Editor + Graph Editor 做出來的直升機動畫
動作一：用 GraphEditor 做出螺旋槳旋轉 (9 格轉半圈)
然後用 NLA Editor 合成這兩個動作，動作一重複 14 次。
Blender -- 動畫基礎
page revision: 32, last edited: 24 May 2012 07:04