Action Slots

액션 슬롯

Slots select which animated data block uses a set of Action channels. In Blender 5.x, Actions connect to their targets through slots.

Also known as: Action SlotAction.slotsAnimData.action_slotchannelbag
···
bpy — this entry
# 하나의 Action에 슬롯 두 개를 만들고 각각 다른 구체의 위치 키를 저장한다.
reset('WORKBENCH', size=(640, 400))
scene = bpy.context.scene
scene.frame_start, scene.frame_end = 1, 24
camera((0, -10, 6.2), target=(0, 0, 0.7), lens=50)
floor()

action = bpy.data.actions.new('Two Object Motion')
action.layers.new('Motion')
slots = [
    action.slots.new(id_type='OBJECT', name='Left Slot'),
    action.slots.new(id_type='OBJECT', name='Right Slot'),
]
for name, y, color, start, end, slot in [
    ('Left', -0.55, LIME, -2.1, 2.1, slots[0]),
    ('Right', 0.55, SKY, 2.1, -2.1, slots[1]),
]:
    bpy.ops.mesh.primitive_uv_sphere_add(segments=24, ring_count=16, radius=0.36, location=(start, y, 0.4))
    ball = bpy.context.object
    ball.name = name
    paint(ball, material(name, color))
    ball.animation_data_create()
    ball.animation_data.action = action
    ball.animation_data.action_slot = slot
    ball.location.x = start
    ball.keyframe_insert('location', index=0, frame=1)
    ball.location.x = end
    ball.keyframe_insert('location', index=0, frame=24)

from bpy_extras.anim_utils import action_get_channelbag_for_slot
for slot in slots:
    bag = action_get_channelbag_for_slot(action, slot)
    assert bag is not None and len(bag.fcurves) > 0

for current in (1, 4, 7, 10, 13, 16, 19, 22):
    scene.frame_set(current)
    shoot('f%02d' % current)
Full script — runs as-is in Blender 5.1.1
# action-slots — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python action-slots.py -- <출력 폴더>
SLUG = 'action-slots'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# 하나의 Action에 슬롯 두 개를 만들고 각각 다른 구체의 위치 키를 저장한다.
reset('WORKBENCH', size=(640, 400))
scene = bpy.context.scene
scene.frame_start, scene.frame_end = 1, 24
camera((0, -10, 6.2), target=(0, 0, 0.7), lens=50)
floor()

action = bpy.data.actions.new('Two Object Motion')
action.layers.new('Motion')
slots = [
    action.slots.new(id_type='OBJECT', name='Left Slot'),
    action.slots.new(id_type='OBJECT', name='Right Slot'),
]
for name, y, color, start, end, slot in [
    ('Left', -0.55, LIME, -2.1, 2.1, slots[0]),
    ('Right', 0.55, SKY, 2.1, -2.1, slots[1]),
]:
    bpy.ops.mesh.primitive_uv_sphere_add(segments=24, ring_count=16, radius=0.36, location=(start, y, 0.4))
    ball = bpy.context.object
    ball.name = name
    paint(ball, material(name, color))
    ball.animation_data_create()
    ball.animation_data.action = action
    ball.animation_data.action_slot = slot
    ball.location.x = start
    ball.keyframe_insert('location', index=0, frame=1)
    ball.location.x = end
    ball.keyframe_insert('location', index=0, frame=24)

from bpy_extras.anim_utils import action_get_channelbag_for_slot
for slot in slots:
    bag = action_get_channelbag_for_slot(action, slot)
    assert bag is not None and len(bag.fcurves) > 0

for current in (1, 4, 7, 10, 13, 16, 19, 22):
    scene.frame_set(current)
    shoot('f%02d' % current)

An Action is a set of motion, and an Action Slot selects which channels in that set belong to a target object. Choose the Action and slot in the Dope Sheet's Action Editor. One Action can use slots to keep animation targets separate.

In Blender 5.x Python, create a slot with action.slots.new(id_type='OBJECT', name=...) and connect it through the target's animation_data.action and action_slot. Each keyframe strip inside an Action layer has channelbags for its slots, and the F-Curves live in those channelbags. This example creates one Action with two slots and stores a different sphere's position animation in each.

Older examples that access action.fcurves directly do not work in 5.x. If a slot is empty or its ID type does not match, the expected channels will not appear, so check the object-to-slot assignment before inspecting keys.

When to use

Use it when creating Actions, assigning them to objects, or reading F-Curves in Blender 5.x. Check each slot's target and channels when reusing an Action.

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