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These are the user uploaded subtitles that are being translated: 1 00:00:00,860 --> 00:00:03,300 - [Presenter] Let's have a deeper look to the graph editor. 2 00:00:03,300 --> 00:00:04,370 In the previous video, 3 00:00:04,370 --> 00:00:05,913 we have seen that those curve 4 00:00:05,913 --> 00:00:08,980 are just a value evolving over time, 5 00:00:08,980 --> 00:00:12,330 and those controller point are the keyframe values. 6 00:00:12,330 --> 00:00:15,600 Each of those controllers have two handles 7 00:00:15,600 --> 00:00:18,520 that can be used to change the way 8 00:00:18,520 --> 00:00:20,960 the interpolation is set. 9 00:00:20,960 --> 00:00:23,177 And they work exactly as handles 10 00:00:23,177 --> 00:00:27,850 will do whenever you are editing a 3D curve in the 3D view. 11 00:00:27,850 --> 00:00:32,490 Those vector handles has different pre-set behavior. 12 00:00:32,490 --> 00:00:34,930 We can access them by pressing the V key 13 00:00:34,930 --> 00:00:37,910 or going into the Key option of the editor 14 00:00:37,910 --> 00:00:39,480 of the graph editor. 15 00:00:39,480 --> 00:00:43,098 By default, all the keys are set to auto clamp. 16 00:00:43,098 --> 00:00:47,170 You can see the handle type of the selected keyframe 17 00:00:47,170 --> 00:00:49,440 in the F-curve panel. 18 00:00:49,440 --> 00:00:52,043 When the keyframe is set to auto clamp, 19 00:00:52,043 --> 00:00:54,380 Blender will try to interpolate 20 00:00:54,380 --> 00:00:57,730 from one key to the other in the smoothest fashion. 21 00:00:57,730 --> 00:01:02,170 But as soon as I try to move this key beyond the previews 22 00:01:02,170 --> 00:01:05,910 of the next frame, the handles will become flat. 23 00:01:05,910 --> 00:01:09,080 So, it's clamping the value of the curve 24 00:01:09,080 --> 00:01:12,580 to the current keyframe, avoiding any overshoot. 25 00:01:12,580 --> 00:01:14,530 If we swtich to automatic, 26 00:01:14,530 --> 00:01:17,300 we will have kind of the same behavior, 27 00:01:17,300 --> 00:01:20,090 Blender will try to keep as much interpolation 28 00:01:20,090 --> 00:01:22,770 between the previews and next frame, 29 00:01:22,770 --> 00:01:26,690 but in this case, it won't avoid the overshoot. 30 00:01:26,690 --> 00:01:28,990 Curve wise, an overshoot is a bump 31 00:01:28,990 --> 00:01:30,330 in the shape of the curve, 32 00:01:30,330 --> 00:01:33,850 making the value jumping up or jumping down. 33 00:01:33,850 --> 00:01:35,870 This is not a handle type I use that much 34 00:01:35,870 --> 00:01:38,110 because sometime I feel like it's behavior 35 00:01:38,110 --> 00:01:39,620 is a bit unexpected. 36 00:01:39,620 --> 00:01:40,880 As explained before, 37 00:01:40,880 --> 00:01:43,640 handle type are set to auto clamp by default, 38 00:01:43,640 --> 00:01:47,620 but as soon as I try to scale the handle or rotate them, 39 00:01:47,620 --> 00:01:50,270 you can see that it switched to aligned. 40 00:01:50,270 --> 00:01:52,458 The orientation in scale of the handle 41 00:01:52,458 --> 00:01:56,560 are no longer controlled by Blender, but by yourself, 42 00:01:56,560 --> 00:01:58,700 but Blender will keep the previews 43 00:01:58,700 --> 00:02:01,532 and next handle aligned one with the other. 44 00:02:01,532 --> 00:02:05,180 This allows you to keep a smoothest curve interpolation, 45 00:02:05,180 --> 00:02:07,790 but if I switch the handle type to free, 46 00:02:07,790 --> 00:02:11,045 then each handle can be manipulated freely 47 00:02:11,045 --> 00:02:14,340 without caring about the previews of next handle, 48 00:02:14,340 --> 00:02:16,420 allowing us to break the curve 49 00:02:16,420 --> 00:02:19,300 which in a lot of case can be very handy. 50 00:02:19,300 --> 00:02:21,327 The final handle type we have to see 51 00:02:21,327 --> 00:02:23,600 is the vector handle type. 52 00:02:23,600 --> 00:02:25,040 As soon as we select it, 53 00:02:25,040 --> 00:02:28,260 the curve will break into a odd angle. 54 00:02:28,260 --> 00:02:30,770 Each angle will point individually 55 00:02:30,770 --> 00:02:33,010 to the previews on next keyframe 56 00:02:33,010 --> 00:02:36,370 and as soon as I try to manipulate one of the handle, 57 00:02:36,370 --> 00:02:38,600 it will switch to free mode. 58 00:02:38,600 --> 00:02:40,940 It's a very useful type of handle 59 00:02:40,940 --> 00:02:44,700 whenever you want to rapidly create a linear interpolation. 60 00:02:44,700 --> 00:02:47,220 Setting to consecutive keyframe to vector 61 00:02:47,220 --> 00:02:49,725 will create a linear interpolation 62 00:02:49,725 --> 00:02:52,160 and then, the cool thing about vector handles 63 00:02:52,160 --> 00:02:54,647 is that whenever we are moving the keyframe, 64 00:02:54,647 --> 00:02:58,259 they will always be pointing one at the other. 65 00:02:58,259 --> 00:03:02,820 I use this type of handle a lot for impact frame. 66 00:03:02,820 --> 00:03:06,240 If we change the interpolation mode of our curve 67 00:03:06,240 --> 00:03:08,010 to constant or linear, 68 00:03:08,010 --> 00:03:10,940 we won't get any access to the handles, 69 00:03:10,940 --> 00:03:13,860 because the interpolation is pre-made. 70 00:03:13,860 --> 00:03:17,470 It's where there no interpolation or a linear one. 71 00:03:17,470 --> 00:03:20,590 Adding handles doesn't make sense in this case. 72 00:03:20,590 --> 00:03:22,580 In the previous video we have seen that 73 00:03:22,580 --> 00:03:26,130 we can double click onto a channel to select the curve, 74 00:03:26,130 --> 00:03:27,914 we can box select, press A, 75 00:03:27,914 --> 00:03:32,150 press control shift and click before on after a keyframe 76 00:03:32,150 --> 00:03:35,650 to select all the previews on next keyframe. 77 00:03:35,650 --> 00:03:37,290 If we click the little checkbox, 78 00:03:37,290 --> 00:03:39,810 it will deactivate the current channel. 79 00:03:39,810 --> 00:03:42,710 Now you can see that the Z location on the character 80 00:03:42,710 --> 00:03:46,010 is no longer animated and is not jumping anymore, 81 00:03:46,010 --> 00:03:47,580 which is kind of fun. 82 00:03:47,580 --> 00:03:50,210 The wrench icon allows us to activate 83 00:03:50,210 --> 00:03:52,640 or deactivate curve modifier. 84 00:03:52,640 --> 00:03:54,520 To add the modifier to a curve 85 00:03:54,520 --> 00:03:58,130 you just need to select one control point of the curve, 86 00:03:58,130 --> 00:04:02,550 then go into the end panel and switch to modifiers. 87 00:04:02,550 --> 00:04:04,730 There are a lot of different modifier, 88 00:04:04,730 --> 00:04:08,480 let's just add a noise modifier to understand what they do. 89 00:04:08,480 --> 00:04:10,140 As the modeling modifier, 90 00:04:10,140 --> 00:04:12,559 you can use them to procedurally generate 91 00:04:12,559 --> 00:04:15,200 new behavior for your item. 92 00:04:15,200 --> 00:04:18,870 The noise modifier is super cool to create camera shake 93 00:04:18,870 --> 00:04:21,290 or to bring texture to your animation. 94 00:04:21,290 --> 00:04:25,060 The lock icon will allow you to lock the current channel, 95 00:04:25,060 --> 00:04:28,420 making any further modification impossible 96 00:04:28,420 --> 00:04:29,943 until you disable it. 97 00:04:31,150 --> 00:04:34,400 The magnifying glass on the top left will allow you to 98 00:04:34,400 --> 00:04:36,440 search for specific channels. 99 00:04:36,440 --> 00:04:39,800 It's very handy whenever you want to isolate a channel 100 00:04:39,800 --> 00:04:43,170 like the location channel without having to hide 101 00:04:43,170 --> 00:04:45,380 everything else then un-hide everything. 102 00:04:45,380 --> 00:04:47,524 Just type what you want to work on, 103 00:04:47,524 --> 00:04:49,573 then everything else will disappear. 104 00:04:49,573 --> 00:04:52,610 All the previous navigation showed that we have seen 105 00:04:52,610 --> 00:04:55,110 when we have studied the timeline of the same, 106 00:04:55,110 --> 00:04:57,456 the home key will frame everything, 107 00:04:57,456 --> 00:05:01,830 the dot key on the notepad will zoom into the selection 108 00:05:01,830 --> 00:05:05,940 and you can use the P key to set a temporary preview 109 00:05:05,940 --> 00:05:07,743 range into your animation. 110 00:05:07,743 --> 00:05:09,203 Alt and P will clear. 111 00:05:10,750 --> 00:05:13,930 When working with curve, we are working with values, 112 00:05:13,930 --> 00:05:16,700 and fortunately those values can vary a lot. 113 00:05:16,700 --> 00:05:19,680 Some curve will have a small arrange of value, 114 00:05:19,680 --> 00:05:23,040 while other curve might have a big range of value. 115 00:05:23,040 --> 00:05:25,310 And in this case, you can see me struggling, 116 00:05:25,310 --> 00:05:28,660 going back and forth to select into different values. 117 00:05:28,660 --> 00:05:31,149 The normalize option allow us to convert 118 00:05:31,149 --> 00:05:33,150 to this big range of value 119 00:05:33,150 --> 00:05:36,010 to a range that goes from minus one to one. 120 00:05:36,010 --> 00:05:38,580 So it doesn't change the value of the curve, 121 00:05:38,580 --> 00:05:42,030 it changed the way the value is displayed. 122 00:05:42,030 --> 00:05:45,008 It makes it a bit handier to work on 123 00:05:45,008 --> 00:05:47,280 the higher range of values. 124 00:05:47,280 --> 00:05:49,490 If I disable the auto update, 125 00:05:49,490 --> 00:05:52,730 I can move any value beyond the threshold 126 00:05:52,730 --> 00:05:54,540 of minus one and plus one. 127 00:05:54,540 --> 00:05:57,050 Then I will add the vision of the modified curve, 128 00:05:57,050 --> 00:06:01,340 but if I enable it, as soon as I move beyond minus one, 129 00:06:01,340 --> 00:06:04,580 the curve is not canceling the move, 130 00:06:04,580 --> 00:06:07,180 but it's re-updating it's position 131 00:06:07,180 --> 00:06:10,266 into a minus one to plus one range. 132 00:06:10,266 --> 00:06:13,888 So as you can see, when I move the extreme position, 133 00:06:13,888 --> 00:06:18,660 it does quite change the shape of the curve in the inside. 134 00:06:18,660 --> 00:06:19,910 I don't use it that much, 135 00:06:19,910 --> 00:06:23,181 but it will make more sense if you manipulate it. 136 00:06:23,181 --> 00:06:27,153 By default you will see the curve of the transform channel 137 00:06:27,153 --> 00:06:30,260 of the displayed animated object, 138 00:06:30,260 --> 00:06:33,140 in this case, the controller of my character. 139 00:06:33,140 --> 00:06:36,300 If I hide everything but those few controllers, 140 00:06:36,300 --> 00:06:41,300 you can see that I only have those listed in my graph edit. 141 00:06:41,510 --> 00:06:44,080 When activated, the selection filter, 142 00:06:44,080 --> 00:06:48,200 only selected object will show their animation curve. 143 00:06:48,200 --> 00:06:50,320 When enabling to show hidden, 144 00:06:50,320 --> 00:06:54,750 it will show absolutely every control channels available, 145 00:06:54,750 --> 00:06:57,230 whether you hide those controller or not, 146 00:06:57,230 --> 00:06:59,910 the curves will still be displayed. 147 00:06:59,910 --> 00:07:03,680 The only show arrows options will show you curves 148 00:07:03,680 --> 00:07:07,530 or keyframes that are no longer assigned to anything. 149 00:07:07,530 --> 00:07:10,630 Can happen sometime during whenever you delete a bone 150 00:07:10,630 --> 00:07:14,710 in edit mode and you didn't clean the animation later on. 151 00:07:14,710 --> 00:07:17,510 It's very specific and we don't really need to know 152 00:07:17,510 --> 00:07:19,490 more about this right now. 153 00:07:19,490 --> 00:07:23,560 The ghost curve option will display you the previous 154 00:07:23,560 --> 00:07:25,843 unedited shape of the curve. 155 00:07:25,843 --> 00:07:29,020 This is something I never use, to be really honest, 156 00:07:29,020 --> 00:07:33,070 but it can be useful for you if you find any interest in it. 157 00:07:33,070 --> 00:07:36,510 Click back on the crossed button to get rid of it. 158 00:07:36,510 --> 00:07:39,610 I won't go through the whole effect of menus 159 00:07:39,610 --> 00:07:43,350 since there are a lot of options that are self explanatory. 160 00:07:43,350 --> 00:07:46,560 I believe this is cool if you are working on multiple 161 00:07:46,560 --> 00:07:50,360 object at once for motion design, for example, 162 00:07:50,360 --> 00:07:52,620 and you want to clean your selection. 163 00:07:52,620 --> 00:07:54,734 They are different ways you can snap 164 00:07:54,734 --> 00:07:57,360 your different keys on the grid. 165 00:07:57,360 --> 00:08:00,083 By default, it's set to nearest frame, 166 00:08:00,083 --> 00:08:05,083 meaning that whenever you're moving your key on the X axis, 167 00:08:05,183 --> 00:08:08,620 it will snap right onto a frame. 168 00:08:08,620 --> 00:08:12,020 This is the option I use 99% of the time. 169 00:08:12,020 --> 00:08:16,400 If I use the second step, it will snap on every second. 170 00:08:16,400 --> 00:08:19,420 So, in our case, every 30 frames. 171 00:08:19,420 --> 00:08:24,030 In the view option in the header, I can enable show seconds. 172 00:08:24,030 --> 00:08:28,270 Since my document is based to 30 frame per second, 173 00:08:28,270 --> 00:08:30,370 whenever I try to move the key, 174 00:08:30,370 --> 00:08:32,967 you can see that it's not to frame 30. 175 00:08:32,967 --> 00:08:35,640 You have seen previously that pressing M, 176 00:08:35,640 --> 00:08:38,120 we can add a marker on the timeline. 177 00:08:38,120 --> 00:08:40,650 You can add them also in the graph editor 178 00:08:40,650 --> 00:08:44,200 because the graph editor is just another version, 179 00:08:44,200 --> 00:08:46,070 in a way, of the timeline. 180 00:08:46,070 --> 00:08:49,950 And if I then switch to snapped to nearest marker 181 00:08:49,950 --> 00:08:52,380 as soon as I will move my key, 182 00:08:52,380 --> 00:08:54,360 it will snap on the nearest marker. 183 00:08:54,360 --> 00:08:57,380 Finally, you can get rid of the auto snap 184 00:08:57,380 --> 00:08:59,470 switching to no auto snap. 185 00:08:59,470 --> 00:09:02,610 It can be useful in certain case when you are, 186 00:09:02,610 --> 00:09:05,550 for example, scaling a wall animation 187 00:09:05,550 --> 00:09:07,740 and you don't want every keyframe 188 00:09:07,740 --> 00:09:09,820 to snap to the nearest frame, 189 00:09:09,820 --> 00:09:13,240 but don't forget that Blender will read the value 190 00:09:13,240 --> 00:09:16,060 on one frame, not reading between. 191 00:09:16,060 --> 00:09:19,830 Be cautious with it because the value read by Blender 192 00:09:19,830 --> 00:09:22,450 might not be the one on your key, 193 00:09:22,450 --> 00:09:24,123 this can be a bit confusing. 194 00:09:24,980 --> 00:09:26,390 As in the 3D veiwport, 195 00:09:26,390 --> 00:09:29,040 you can use different kind of pivot point 196 00:09:29,040 --> 00:09:30,620 to edit your curve. 197 00:09:30,620 --> 00:09:34,790 The bounding box center will take the most extreme 198 00:09:34,790 --> 00:09:36,380 keys you have selected 199 00:09:36,380 --> 00:09:39,930 and it will set the pivot point right in the middle. 200 00:09:39,930 --> 00:09:40,970 As in the 3D view, 201 00:09:40,970 --> 00:09:42,960 you can see this dotted line showing 202 00:09:42,960 --> 00:09:47,370 where is the pivot point compared to your mouse cursor. 203 00:09:47,370 --> 00:09:50,610 The 2D cursor, as act the 3D cursor, 204 00:09:50,610 --> 00:09:54,640 you can place it by shift right clicking on the grid 205 00:09:54,640 --> 00:09:58,320 and it's position is defined by those two blue lines, 206 00:09:58,320 --> 00:10:00,763 the play at and a given value. 207 00:10:01,830 --> 00:10:03,320 With my key selected, 208 00:10:03,320 --> 00:10:07,520 if I press S and Y to scale on the Y axis, 209 00:10:07,520 --> 00:10:10,551 you can see my keys are pointing toward 210 00:10:10,551 --> 00:10:12,960 the horizontal blue line. 211 00:10:12,960 --> 00:10:15,730 This is a good way to set the same value 212 00:10:15,730 --> 00:10:18,590 to several keyframes at once. 213 00:10:18,590 --> 00:10:22,960 The individual origin pivot point is the one I use the most. 214 00:10:22,960 --> 00:10:25,910 Each keyframe becomes independent 215 00:10:25,910 --> 00:10:28,236 and whenever your scaling or rotating, 216 00:10:28,236 --> 00:10:32,390 it's manipulating each keyframe handles separately, 217 00:10:32,390 --> 00:10:35,260 allowing you to scale them and manipulate them 218 00:10:35,260 --> 00:10:38,550 without moving them onto the timeline. 219 00:10:38,550 --> 00:10:41,440 Rotating the keys with the bonding box option 220 00:10:41,440 --> 00:10:43,870 also move them on the timeline. 221 00:10:43,870 --> 00:10:45,450 As in mesh edit mode, 222 00:10:45,450 --> 00:10:48,393 you can activate a proportional editing. 223 00:10:48,393 --> 00:10:50,800 As soon as I edit one of my keyframe 224 00:10:50,800 --> 00:10:54,000 I can see the aerial (indistinct) of the falloff 225 00:10:54,000 --> 00:10:55,370 and using the mouse wheel, 226 00:10:55,370 --> 00:10:58,310 I can increase or decrease the size 227 00:10:58,310 --> 00:10:59,730 of the area of the effect. 228 00:10:59,730 --> 00:11:01,210 I don't use it that much, 229 00:11:01,210 --> 00:11:04,168 but it can be very handy whenever you are dealing with 230 00:11:04,168 --> 00:11:08,443 high density keyframed curve like baked animation 231 00:11:08,443 --> 00:11:10,070 or motion capture. 232 00:11:10,070 --> 00:11:11,770 As the mesh editing falloff, 233 00:11:11,770 --> 00:11:14,490 it comes with different curves that will behave 234 00:11:14,490 --> 00:11:18,370 in a different manner whenever you are moving your point. 235 00:11:18,370 --> 00:11:21,833 You can access new display option in the view panel. 236 00:11:21,833 --> 00:11:24,900 Whether you want to show or not the sidebar 237 00:11:24,900 --> 00:11:27,110 you can access it by pressing N. 238 00:11:27,110 --> 00:11:30,890 You can enable the operator box that is available 239 00:11:30,890 --> 00:11:32,600 in the 3D veiwport too, 240 00:11:32,600 --> 00:11:35,910 but I don't think it's that useful on the graph edit. 241 00:11:35,910 --> 00:11:38,047 The show cursor option will hide 242 00:11:38,047 --> 00:11:42,020 or unhide the original line of the 2D cursor. 243 00:11:42,020 --> 00:11:44,770 You can activate the show sliders option 244 00:11:44,770 --> 00:11:47,561 if you want to access the value of the keyframe 245 00:11:47,561 --> 00:11:49,960 directly in the channels panel. 246 00:11:49,960 --> 00:11:53,050 I never use it, but it definitely is handy 247 00:11:53,050 --> 00:11:55,430 if you want to fine tweak your values. 248 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, 250 00:11:59,820 --> 00:12:02,630 but I do recommend you to keep them displayed 251 00:12:02,630 --> 00:12:06,761 and I also advise you to only display the selected keyframe 252 00:12:06,761 --> 00:12:10,590 in those or your graph editor will rapidly become a mess. 253 00:12:10,590 --> 00:12:13,690 To summarize, we have seen that we can change 254 00:12:13,690 --> 00:12:17,960 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. 21389

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