Is it possible to use an element, in this case a ship, in a blender scene and progress through animation and then easily replace that ship with a different one? A replace command?

  • $\begingroup$ 1. replacing the ship during the animation or the same animation with another ship? 2.spin maybe? blender.org/manual/modeling/meshes/editing/duplicating/… $\endgroup$ – Bithur Feb 9 '15 at 3:01
  • $\begingroup$ are there any simulation in the animation " physics , cloth, hair, particles "? $\endgroup$ – Chebhou Feb 9 '15 at 3:01
  • 4
    $\begingroup$ Please include more information in your questions, it makes it much easier to see what you are asking. Screenshots help as well. Also, never include two questions in one. Please edit one out and post as another. $\endgroup$ – VRM Feb 9 '15 at 3:07
  • 3
    $\begingroup$ Unless the questions are very closely related please don't post them as a single question. You can post several questions in a day. $\endgroup$ – user1853 Feb 9 '15 at 3:10
  • 1
    $\begingroup$ I have edited you question down to just one question (the one with two answers already) to avoid this getting closed. Feel free to post the other question as a separate question though. We just like to have one question per post to keep things from getting too confusing. $\endgroup$ – PGmath Feb 9 '15 at 3:32

The best way to replace a "replace" button. :)

Create a proxy object that will be animated. Create as many ships as needed. naming them as object and mesh can be useful. enter image description here

change the mesh of the proxy object with another ship.

enter image description here enter image description here enter image description here

The same animated object can be any ship you like with the same animation.

The resulting object is a linked duplicated, same as AltD. They share the same mesh. If you need an independant duplicate (same as ShiftD), press the button beside F (normally 2, counting objects sharing the same mesh) to make it a new object independent of the original. Use F button to give the mesh a fake user before changing it if you want it to be saved in the .blend even if no object use it (else it will disapear when you reload your .blend file).

enter image description here


You can copy and paste keyframes in the dope sheet using Ctrl+C/Ctrl+V.

enter image description here

This way you can animate one object, and then copy and paste the keyframes from that to any other objects.

Note (as Greg Zaal mentioned in the comments) that only objects with some kind of animation will show up in the dope sheet. A sort of mickey-mousey way to fix this would be to add a temporary keyframe to the object so that it will show up in the dope sheet, paste the new keyframes in from the other object, and delete the temp keyframe.

  • 1
    $\begingroup$ Note that the other object won't show up in the dopesheet unless it already has some animation. You might want to add a keyframe to it temporarily, copy the animation, and then remove that temporary key. $\endgroup$ – Greg Zaal Feb 9 '15 at 8:43
  • $\begingroup$ @GregZaal Good point! $\endgroup$ – PGmath Feb 9 '15 at 15:25

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.