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- [Presenter] Let's have a
deeper look to the graph editor.
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In the previous video,
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we have seen that those curve
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are just a value evolving over time,
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and those controller point
are the keyframe values.
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Each of those controllers have two handles
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that can be used to change the way
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the interpolation is set.
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And they work exactly as handles
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will do whenever you are editing
a 3D curve in the 3D view.
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Those vector handles has
different pre-set behavior.
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We can access them by pressing the V key
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or going into the Key option of the editor
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of the graph editor.
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By default, all the keys
are set to auto clamp.
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You can see the handle type
of the selected keyframe
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in the F-curve panel.
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When the keyframe is set to auto clamp,
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Blender will try to interpolate
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from one key to the other
in the smoothest fashion.
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But as soon as I try to move
this key beyond the previews
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of the next frame, the
handles will become flat.
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So, it's clamping the value of the curve
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to the current keyframe,
avoiding any overshoot.
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If we swtich to automatic,
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we will have kind of the same behavior,
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Blender will try to keep
as much interpolation
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between the previews and next frame,
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but in this case, it
won't avoid the overshoot.
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Curve wise, an overshoot is a bump
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in the shape of the curve,
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making the value jumping
up or jumping down.
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This is not a handle type I use that much
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because sometime I feel like it's behavior
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is a bit unexpected.
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As explained before,
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handle type are set to
auto clamp by default,
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but as soon as I try to scale
the handle or rotate them,
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you can see that it switched to aligned.
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The orientation in scale of the handle
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are no longer controlled by
Blender, but by yourself,
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but Blender will keep the previews
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and next handle aligned
one with the other.
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This allows you to keep a
smoothest curve interpolation,
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but if I switch the handle type to free,
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then each handle can be manipulated freely
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without caring about the
previews of next handle,
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allowing us to break the curve
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which in a lot of case can be very handy.
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The final handle type we have to see
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is the vector handle type.
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As soon as we select it,
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the curve will break into a odd angle.
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Each angle will point individually
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to the previews on next keyframe
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and as soon as I try to
manipulate one of the handle,
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it will switch to free mode.
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It's a very useful type of handle
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whenever you want to rapidly
create a linear interpolation.
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Setting to consecutive keyframe to vector
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will create a linear interpolation
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and then, the cool thing
about vector handles
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is that whenever we are
moving the keyframe,
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they will always be
pointing one at the other.
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I use this type of handle
a lot for impact frame.
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If we change the interpolation
mode of our curve
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to constant or linear,
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we won't get any access to the handles,
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because the interpolation is pre-made.
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It's where there no
interpolation or a linear one.
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Adding handles doesn't
make sense in this case.
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In the previous video we have seen that
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we can double click onto a
channel to select the curve,
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we can box select, press A,
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press control shift and click
before on after a keyframe
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to select all the
previews on next keyframe.
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If we click the little checkbox,
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it will deactivate the current channel.
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Now you can see that the Z
location on the character
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is no longer animated and
is not jumping anymore,
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which is kind of fun.
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The wrench icon allows us to activate
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or deactivate curve modifier.
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To add the modifier to a curve
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you just need to select one
control point of the curve,
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then go into the end panel
and switch to modifiers.
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There are a lot of different modifier,
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let's just add a noise modifier
to understand what they do.
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As the modeling modifier,
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you can use them to procedurally generate
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new behavior for your item.
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The noise modifier is super
cool to create camera shake
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or to bring texture to your animation.
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The lock icon will allow you
to lock the current channel,
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making any further modification impossible
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until you disable it.
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The magnifying glass on the
top left will allow you to
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search for specific channels.
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It's very handy whenever you
want to isolate a channel
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like the location channel
without having to hide
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everything else then un-hide everything.
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Just type what you want to work on,
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then everything else will disappear.
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All the previous navigation
showed that we have seen
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when we have studied the
timeline of the same,
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the home key will frame everything,
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the dot key on the notepad
will zoom into the selection
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and you can use the P key
to set a temporary preview
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range into your animation.
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Alt and P will clear.
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When working with curve,
we are working with values,
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and fortunately those
values can vary a lot.
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Some curve will have a
small arrange of value,
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while other curve might
have a big range of value.
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And in this case, you
can see me struggling,
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going back and forth to
select into different values.
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The normalize option allow us to convert
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to this big range of value
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to a range that goes
from minus one to one.
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So it doesn't change
the value of the curve,
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it changed the way the value is displayed.
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It makes it a bit handier to work on
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the higher range of values.
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If I disable the auto update,
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I can move any value beyond the threshold
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of minus one and plus one.
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Then I will add the vision
of the modified curve,
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but if I enable it, as soon
as I move beyond minus one,
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the curve is not canceling the move,
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00:06:04,580 --> 00:06:07,180
but it's re-updating it's position
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into a minus one to plus one range.
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So as you can see, when I
move the extreme position,
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it does quite change the shape
of the curve in the inside.
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I don't use it that much,
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but it will make more
sense if you manipulate it.
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By default you will see the
curve of the transform channel
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of the displayed animated object,
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in this case, the
controller of my character.
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If I hide everything but
those few controllers,
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you can see that I only have
those listed in my graph edit.
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When activated, the selection filter,
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only selected object will
show their animation curve.
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When enabling to show hidden,
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it will show absolutely every
control channels available,
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whether you hide those controller or not,
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the curves will still be displayed.
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The only show arrows
options will show you curves
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or keyframes that are no
longer assigned to anything.
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Can happen sometime during
whenever you delete a bone
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in edit mode and you didn't
clean the animation later on.
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It's very specific and we
don't really need to know
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more about this right now.
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The ghost curve option will
display you the previous
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unedited shape of the curve.
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This is something I never
use, to be really honest,
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but it can be useful for you
if you find any interest in it.
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Click back on the crossed
button to get rid of it.
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I won't go through the
whole effect of menus
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since there are a lot of options
that are self explanatory.
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I believe this is cool if
you are working on multiple
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object at once for motion
design, for example,
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and you want to clean your selection.
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They are different ways you can snap
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your different keys on the grid.
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By default, it's set to nearest frame,
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meaning that whenever you're
moving your key on the X axis,
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it will snap right onto a frame.
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This is the option I use 99% of the time.
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If I use the second step, it
will snap on every second.
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So, in our case, every 30 frames.
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In the view option in the header,
I can enable show seconds.
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Since my document is based
to 30 frame per second,
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whenever I try to move the key,
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you can see that it's not to frame 30.
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You have seen previously that pressing M,
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we can add a marker on the timeline.
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You can add them also in the graph editor
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because the graph editor
is just another version,
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in a way, of the timeline.
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And if I then switch to
snapped to nearest marker
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as soon as I will move my key,
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it will snap on the nearest marker.
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Finally, you can get rid of the auto snap
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switching to no auto snap.
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It can be useful in
certain case when you are,
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for example, scaling a wall animation
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and you don't want every keyframe
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to snap to the nearest frame,
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but don't forget that
Blender will read the value
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on one frame, not reading between.
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Be cautious with it because
the value read by Blender
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might not be the one on your key,
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this can be a bit confusing.
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As in the 3D veiwport,
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you can use different kind of pivot point
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to edit your curve.
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The bounding box center
will take the most extreme
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keys you have selected
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and it will set the pivot
point right in the middle.
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As in the 3D view,
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you can see this dotted line showing
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where is the pivot point
compared to your mouse cursor.
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The 2D cursor, as act the 3D cursor,
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you can place it by shift
right clicking on the grid
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and it's position is defined
by those two blue lines,
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the play at and a given value.
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00:10:01,830 --> 00:10:03,320
With my key selected,
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if I press S and Y to scale on the Y axis,
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you can see my keys are pointing toward
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the horizontal blue line.
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This is a good way to set the same value
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to several keyframes at once.
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The individual origin pivot
point is the one I use the most.
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Each keyframe becomes independent
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00:10:25,910 --> 00:10:28,236
and whenever your scaling or rotating,
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00:10:28,236 --> 00:10:32,390
it's manipulating each
keyframe handles separately,
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00:10:32,390 --> 00:10:35,260
allowing you to scale
them and manipulate them
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without moving them onto the timeline.
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00:10:38,550 --> 00:10:41,440
Rotating the keys with
the bonding box option
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also move them on the timeline.
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As in mesh edit mode,
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you can activate a proportional editing.
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As soon as I edit one of my keyframe
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I can see the aerial
(indistinct) of the falloff
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and using the mouse wheel,
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I can increase or decrease the size
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of the area of the effect.
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I don't use it that much,
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00:11:01,210 --> 00:11:04,168
but it can be very handy
whenever you are dealing with
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high density keyframed
curve like baked animation
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or motion capture.
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As the mesh editing falloff,
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it comes with different
curves that will behave
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in a different manner whenever
you are moving your point.
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00:11:18,370 --> 00:11:21,833
You can access new display
option in the view panel.
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Whether you want to
show or not the sidebar
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you can access it by pressing N.
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You can enable the operator
box that is available
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00:11:30,890 --> 00:11:32,600
in the 3D veiwport too,
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00:11:32,600 --> 00:11:35,910
but I don't think it's that
useful on the graph edit.
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The show cursor option will hide
242
00:11:38,047 --> 00:11:42,020
or unhide the original
line of the 2D cursor.
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00:11:42,020 --> 00:11:44,770
You can activate the show sliders option
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if you want to access
the value of the keyframe
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directly in the channels panel.
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I never use it, but it definitely is handy
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if you want to fine tweak your values.
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00:11:55,430 --> 00:11:57,470
You will find other option to display
249
00:11:57,470 --> 00:11:59,820
or not the handles of the keyframe,
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00:11:59,820 --> 00:12:02,630
but I do recommend you
to keep them displayed
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00:12:02,630 --> 00:12:06,761
and I also advise you to only
display the selected keyframe
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in those or your graph editor
will rapidly become a mess.
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00:12:10,590 --> 00:12:13,690
To summarize, we have
seen that we can change
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the handle type of our
curve using the V key.
255
00:12:17,960 --> 00:12:22,570
We can use the normalize
option to display a broad range
256
00:12:22,570 --> 00:12:27,570
of curved values into a minus
one to one range curve value.
257
00:12:28,440 --> 00:12:31,600
We can see that through the
graph editor we can hide
258
00:12:31,600 --> 00:12:34,700
or unhide curve, deactivate them,
259
00:12:34,700 --> 00:12:37,820
lock them or even add the modifiers.
260
00:12:37,820 --> 00:12:41,520
As in the 3D viewport, we
can use different pivot point
261
00:12:41,520 --> 00:12:43,330
and constraint axis.
262
00:12:43,330 --> 00:12:45,180
We can use selection filter
263
00:12:45,180 --> 00:12:48,590
or quick search to make
our selection easier.
264
00:12:48,590 --> 00:12:50,730
We can use proportional editing
265
00:12:50,730 --> 00:12:53,310
to edit multiple keys at once.
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