3D Flipbook Animator
Comprehensive Technical Manual: 3D Flipbook Animator (v1.0)
The 3D Flipbook Animator is a high-level production tool for Blender designed to manage, edit, and optimize mesh sequences (Vertex Animation). It uses a Geometry Nodes-based "Sequencer" to switch between high-resolution meshes on a per-frame basis, providing a workflow similar to 2D traditional animation but in a 3D environment.
1. Core Architecture: The "Sequencer"
The addon functions by creating a Sequencer Object.
-
Technical Logic: It creates a Geometry Nodes modifier on a container mesh. This node tree reads a Source Collection, separates children into instances, and uses a
Scene Timenode minus aStart Frameoffset to select which specific mesh to realize at any given time. -
Data Storage: Sequences are identified by a custom property
abt_is_sequencer = Trueand store their source collection reference inabt_target_col.
2. UI REFERENCE
Section A: 1. Create Flipbook
Used to convert animated scene objects into the flipbook format.
- Start / End Frame: Defines the timeline range to be sampled.
- New Coll. Name: The name of the collection that will store the baked frame meshes.
- Target Collection: An existing collection to use instead of creating a new one.
- Custom Flipbook Start Frame: Defines the frame on the timeline where the animation should begin playback.
- Create Flipbook (Big Button): Executes the full bake-and-setup. It samples the visual state (evaluated mesh) of the selected objects at every frame, saves them as unique mesh data, moves them to the collection, and creates the Sequencer.
- Hybrid Armature Flipbook: Specifically for characters with bones. It samples the mesh at the "Rest Pose" to ensure vertex-order consistency, bakes the sequence, and then adds a live Armature modifier back to every frame so you can still pose the character.
- Only Extract Sel. to Col.: Just performs the mesh baking part. No Sequencer object is created.
- Source Collection (Dropdown): Select a collection already filled with sequential meshes.
- Name (Input): The name for the manually created Sequencer.
- Create Flipbook (Manual): Generates a Sequencer for the manually selected collection.
Section B: 2. Merge Two Flipbooks
Used for joining two independent sequences.
- Flipbook A / B: Slots to define the two sequences.
- Eyedropper Icon: Sets the active selection to the respective slot.
- Merge Flipbooks: Iterates through both sequences, joins their geometry frame-by-frame, and creates a third, unified Flipbook.
Section C: 3. Edit Flipbook (Management)
The primary control hub for the active sequence.
- Flipbook (Eyedropper): Defines which flipbook the UI tools are currently targeting.
- New Flipbook Name (Input) + Rename: Updates the names of the Sequencer, the Mesh Data, the Geometry Node tree, and the Collection simultaneously.
-
Markers (Toggle): Automatically adds/removes timeline markers labeled
flipB_STARTandflipB_END. - Active Mesh (Toggle): If enabled, scrubbing the timeline while in Edit Mode automatically switches the active object to the mesh corresponding to the current frame.
- Hold Before / After: Toggles the creation of "Static Holds." It clones the first/last frame into a separate collection to stay visible outside the flipbook range.
Onion Skinning (GPU Overlay)
- Onion Skinning (Toggle): Turns on the GPU-accelerated ghosting.
- Wireframe / Solid: Displays ghosts as edges (lines) or transparent faces (tris).
- Steps Back / Fwd: How many frames of ghosting to draw in either direction.
- Global Opacity: The transparency level of the ghosts.
Edit Mode Toggles
- Edit Mesh / Stop Edit: Hides the Sequencer, unhides the single mesh for the current frame, and enters Edit/Sculpt mode.
- Edit Entire Flipb / Stop Edit Flipb: Unhides every single mesh in the source collection and enters Edit Mode on all of them. This allows "Batch Transformation" of the whole sequence.
Sequence Operations
- Del Frame (Trash): Removes the current frame and shifts the animation earlier in time.
- Dup Frame (Duplicate): Clones the current frame and shifts later frames forward.
- Copy Frame: Saves the mesh data and modifier stack to a global clipboard.
- Paste Frame: Takes the copied frame, creates a new mesh, and shifts the sequence forward.
- Add Mesh to Seq: Takes any standard object in the scene and inserts it as a new frame.
- Join Sel. to Flipb Mesh: Merges a selected scene object into the current flipbook frame.
- Update Start Frame: Changes the timeline starting position of the animation.
3. SPECIALIZED TOOLS (SUB-PANELS)
Detect Same Vert Count Ranges
- Analyze Flipbook: Checks the vertex count of every mesh and lists ranges with identical topology.
- Clear List: Wipes the analysis data.
Morph Blend Frames
- Start / End Input + Add Range (+): Defines a frame range to be interpolated.
- Interpolation: Choose between Linear, Ease In/Out, etc.
- 2) Sel Verts: Define which vertices will be morphed.
- 3) Morph Ranges: Calculates the vertex positions for all frames between the Start and End.
- Revert Last Morph: Restores meshes from a hidden undo buffer.
Range Edit
- Del Range: Deletes multiple frames at once.
- Dup Range: Clones a block of frames.
- Rev Range: Reverses the order of meshes in the range.
- Dup & Rev Range: Creates a "Ping-Pong" loop.
- Join Sel. to Flipb Range: Merges an object into every frame of the range.
Verts Copy/Paste (The "Baseline" System)
- Store Baseline: Saves the "Original" position of selected vertices.
- Copy Vertex Pos: Saves the "New" position of selected vertices.
- Paste Rel Local / World: Pastes the difference (Delta) relative to the Baseline.
Batch Remove Faces
- Select Faces: Enter Edit Mode to pick faces for removal.
- Delete Faces Range: Deletes specific face indices across the specified range.
Visibility & Smoothing
- Frame Vis / All Vis / Reset: Controls source mesh visibility.
- Smooth / Auto Smooth Buttons: Applies shading styles to the sequence.
- Flip Normals: Inverts the face orientation.
Modifier Copy/Paste
- Exclude Armature Mod: When checked, ignores Armatures during copy/paste.
- Copy Mod: Saves the modifier stack.
-
Paste Mod Frame / All / Range: Applies the stack to targets (prefixed with
PST_). - Apply All Modifiers: Destructively bakes all modifiers into mesh data.
Armature & Vertex Groups
- Copy Armature Data: Captures weights and groups.
- Paste Armature: Applies weights with Inverse-Pose Compensation to prevent mesh "explosions."
- Apply Deforms: Bakes the skeletal pose and removes Armature modifiers.
Back to Shape Keys
- Extract Shape Keys: Converts the sequence into a single mesh with Shape Keys for game engines.
- Del Addon Shape Keys: Wipes addon-generated keys.
Export / Prep / Materials
⚠️ EXPORT MODE (Safe Bake): CRITICAL. Disables all background logic. Turn this ON before exporting to FBX, ABC, or USD to prevent crashes.
- Apply Material to All Frames: Batch assigns a material to a specific slot.
- Sync Materials to Flipb: Fixes the Sequencer's slots to match source meshes.
- Dup Split Flipbook by Mat: Splits a Flipbook into multiple objects based on materials.
- DELETE ENTIRE FLIPBOOK: The nuclear option. Irreversibly deletes the sequence and all data.
4. TECHNICAL PRE-REQUISITES
- Vertex Order: Morphing and Vertex Copy/Paste rely on internal vertex indices. If the vertex count changes between frames, these tools will disable.
-
Naming Convention: The addon uses strict
_F_####and_D_####suffixes for sorting. - Dependency Graph: The addon bakes exactly what you see in the viewport (including physics and active modifiers).
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