All language subtitles for 02-08-The graph editor

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Original subtitles

- [Presenter] Let's have a deeper look to the graph editor.

In the previous video,

we have seen that those curve

are just a value evolving over time,

and those controller point are the keyframe values.

Each of those controllers have two handles

that can be used to change the way

the interpolation is set.

And they work exactly as handles

will do whenever you are editing a 3D curve in the 3D view.

Those vector handles has different pre-set behavior.

We can access them by pressing the V key

or going into the Key option of the editor

of the graph editor.

By default, all the keys are set to auto clamp.

You can see the handle type of the selected keyframe

in the F-curve panel.

When the keyframe is set to auto clamp,

Blender will try to interpolate

from one key to the other in the smoothest fashion.

But as soon as I try to move this key beyond the previews

of the next frame, the handles will become flat.

So, it's clamping the value of the curve

to the current keyframe, avoiding any overshoot.

If we swtich to automatic,

we will have kind of the same behavior,

Blender will try to keep as much interpolation

between the previews and next frame,

but in this case, it won't avoid the overshoot.

Curve wise, an overshoot is a bump

in the shape of the curve,

making the value jumping up or jumping down.

This is not a handle type I use that much

because sometime I feel like it's behavior

is a bit unexpected.

As explained before,

handle type are set to auto clamp by default,

but as soon as I try to scale the handle or rotate them,

you can see that it switched to aligned.

The orientation in scale of the handle

are no longer controlled by Blender, but by yourself,

but Blender will keep the previews

and next handle aligned one with the other.

This allows you to keep a smoothest curve interpolation,

but if I switch the handle type to free,

then each handle can be manipulated freely

without caring about the previews of next handle,

allowing us to break the curve

which in a lot of case can be very handy.

The final handle type we have to see

is the vector handle type.

As soon as we select it,

the curve will break into a odd angle.

Each angle will point individually

to the previews on next keyframe

and as soon as I try to manipulate one of the handle,

it will switch to free mode.

It's a very useful type of handle

whenever you want to rapidly create a linear interpolation.

Setting to consecutive keyframe to vector

will create a linear interpolation

and then, the cool thing about vector handles

is that whenever we are moving the keyframe,

they will always be pointing one at the other.

I use this type of handle a lot for impact frame.

If we change the interpolation mode of our curve

to constant or linear,

we won't get any access to the handles,

because the interpolation is pre-made.

It's where there no interpolation or a linear one.

Adding handles doesn't make sense in this case.

In the previous video we have seen that

we can double click onto a channel to select the curve,

we can box select, press A,

press control shift and click before on after a keyframe

to select all the previews on next keyframe.

If we click the little checkbox,

it will deactivate the current channel.

Now you can see that the Z location on the character

is no longer animated and is not jumping anymore,

which is kind of fun.

The wrench icon allows us to activate

or deactivate curve modifier.

To add the modifier to a curve

you just need to select one control point of the curve,

then go into the end panel and switch to modifiers.

There are a lot of different modifier,

let's just add a noise modifier to understand what they do.

As the modeling modifier,

you can use them to procedurally generate

new behavior for your item.

The noise modifier is super cool to create camera shake

or to bring texture to your animation.

The lock icon will allow you to lock the current channel,

making any further modification impossible

until you disable it.

The magnifying glass on the top left will allow you to

search for specific channels.

It's very handy whenever you want to isolate a channel

like the location channel without having to hide

everything else then un-hide everything.

Just type what you want to work on,

then everything else will disappear.

All the previous navigation showed that we have seen

when we have studied the timeline of the same,

the home key will frame everything,

the dot key on the notepad will zoom into the selection

and you can use the P key to set a temporary preview

range into your animation.

Alt and P will clear.

When working with curve, we are working with values,

and fortunately those values can vary a lot.

Some curve will have a small arrange of value,

while other curve might have a big range of value.

And in this case, you can see me struggling,

going back and forth to select into different values.

The normalize option allow us to convert

to this big range of value

to a range that goes from minus one to one.

So it doesn't change the value of the curve,

it changed the way the value is displayed.

It makes it a bit handier to work on

the higher range of values.

If I disable the auto update,

I can move any value beyond the threshold

of minus one and plus one.

Then I will add the vision of the modified curve,

but if I enable it, as soon as I move beyond minus one,

the curve is not canceling the move,

but it's re-updating it's position

into a minus one to plus one range.

So as you can see, when I move the extreme position,

it does quite change the shape of the curve in the inside.

I don't use it that much,

but it will make more sense if you manipulate it.

By default you will see the curve of the transform channel

of the displayed animated object,

in this case, the controller of my character.

If I hide everything but those few controllers,

you can see that I only have those listed in my graph edit.

When activated, the selection filter,

only selected object will show their animation curve.

When enabling to show hidden,

it will show absolutely every control channels available,

whether you hide those controller or not,

the curves will still be displayed.

The only show arrows options will show you curves

or keyframes that are no longer assigned to anything.

Can happen sometime during whenever you delete a bone

in edit mode and you didn't clean the animation later on.

It's very specific and we don't really need to know

more about this right now.

The ghost curve option will display you the previous

unedited shape of the curve.

This is something I never use, to be really honest,

but it can be useful for you if you find any interest in it.

Click back on the crossed button to get rid of it.

I won't go through the whole effect of menus

since there are a lot of options that are self explanatory.

I believe this is cool if you are working on multiple

object at once for motion design, for example,

and you want to clean your selection.

They are different ways you can snap

your different keys on the grid.

By default, it's set to nearest frame,

meaning that whenever you're moving your key on the X axis,

it will snap right onto a frame.

This is the option I use 99% of the time.

If I use the second step, it will snap on every second.

So, in our case, every 30 frames.

In the view option in the header, I can enable show seconds.

Since my document is based to 30 frame per second,

whenever I try to move the key,

you can see that it's not to frame 30.

You have seen previously that pressing M,

we can add a marker on the timeline.

You can add them also in the graph editor

because the graph editor is just another version,

in a way, of the timeline.

And if I then switch to snapped to nearest marker

as soon as I will move my key,

it will snap on the nearest marker.

Finally, you can get rid of the auto snap

switching to no auto snap.

It can be useful in certain case when you are,

for example, scaling a wall animation

and you don't want every keyframe

to snap to the nearest frame,

but don't forget that Blender will read the value

on one frame, not reading between.

Be cautious with it because the value read by Blender

might not be the one on your key,

this can be a bit confusing.

As in the 3D veiwport,

you can use different kind of pivot point

to edit your curve.

The bounding box center will take the most extreme

keys you have selected

and it will set the pivot point right in the middle.

As in the 3D view,

you can see this dotted line showing

where is the pivot point compared to your mouse cursor.

The 2D cursor, as act the 3D cursor,

you can place it by shift right clicking on the grid

and it's position is defined by those two blue lines,

the play at and a given value.

With my key selected,

if I press S and Y to scale on the Y axis,

you can see my keys are pointing toward

the horizontal blue line.

This is a good way to set the same value

to several keyframes at once.

The individual origin pivot point is the one I use the most.

Each keyframe becomes independent

and whenever your scaling or rotating,

it's manipulating each keyframe handles separately,

allowing you to scale them and manipulate them

without moving them onto the timeline.

Rotating the keys with the bonding box option

also move them on the timeline.

As in mesh edit mode,

you can activate a proportional editing.

As soon as I edit one of my keyframe

I can see the aerial (indistinct) of the falloff

and using the mouse wheel,

I can increase or decrease the size

of the area of the effect.

I don't use it that much,

but it can be very handy whenever you are dealing with

high density keyframed curve like baked animation

or motion capture.

As the mesh editing falloff,

it comes with different curves that will behave

in a different manner whenever you are moving your point.

You can access new display option in the view panel.

Whether you want to show or not the sidebar

you can access it by pressing N.

You can enable the operator box that is available

in the 3D veiwport too,

but I don't think it's that useful on the graph edit.

The show cursor option will hide

or unhide the original line of the 2D cursor.

You can activate the show sliders option

if you want to access the value of the keyframe

directly in the channels panel.

I never use it, but it definitely is handy

if you want to fine tweak your values.

You will find other option to display

or not the handles of the keyframe,

but I do recommend you to keep them displayed

and I also advise you to only display the selected keyframe

in those or your graph editor will rapidly become a mess.

To summarize, we have seen that we can change

the handle type of our curve using the V key.

We can use the normalize option to display a broad range

of curved values into a minus one to one range curve value.

We can see that through the graph editor we can hide

or unhide curve, deactivate them,

lock them or even add the modifiers.

As in the 3D viewport, we can use different pivot point

and constraint axis.

We can use selection filter

or quick search to make our selection easier.

We can use proportional editing

to edit multiple keys at once.

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