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In the last clip,
I mentioned any node with its parameters open would appear in the Dope Sheet.
We also took a look at the node property called Dope Sheet,
visible here, and how it will make our node appear in the Dope Sheet,
even if we don't have the Properties panel open.
I just wanted to take a quick second to tell you that there's a hotkey for this.
If you hit Alt+D on the keyboard with a node selected,
it's going to check this box for you.
So, if I select this and go to the node,
and hit Alt+D on the keyboard, you'll see that the Dope Sheet checks on and off.
It's just a simple toggle,
and you don't even have to have the attribute for that specific node open.
If I go to the Dope Sheet, I have just this Retime open.
I go to the Node graph, I'm on the CameraShake,
I hit Alt+D, and the CameraShake will now appear in the Dope Sheet.
So I can hit this Shuffle, hit this Transform,
hit this Merge, I'm hitting Alt+D with all of these selected,
and they're going to show up here on the Dope Sheet.
That's just a quick,
simple trick that I use that lets me avoid using the Properties
panel when I'm looking to use the Dope Sheet.
Another thing I'd like to show you when we're in here on the Dope
Sheet is how to get audio to be viewable down here in the Dope
Sheet so that you can match your clips to audio tracks that you
might be using in production.
So let's load an audio track by going to the Node Graph,
and you can load up an audio track either by grabbing a Read
Node or by grabbing an AudioRead Node.
Both of these nodes will bring in audio.
Just to keep things tight, I'll load up an AudioRead Node.
Here's an AudioRead Node, and I'm going to navigate to my file,
so now I have Audio loaded.
If I go to the Dope Sheet, you don't see anything here,
but you can right-click over here in the Hierarchy panel,
go to View, Audio, Draw Style, and click on Below.
It's going to show your audio track down here.
Now if we want to play this audio back and I move to the
beginning to the timeline and hit play, we won't hear any of our audio.
That's because this audio needs to be flip booked before it can be played.
But before we do that, let me show you something with these two timelines.
If I have this button selected, the synchronize button,
these two different windows should line up.
Right now, they're from a 0 to a 200 frame range,
and if I change this frame range from 1 to 100,
to line these things up, you'll notice that your top line moves,
but your bottom line doesn't move, and that's a problem.
So what you can do is you can just right-click,
turn this audio off, right-click, turn this audio back on,
and it will reformat to be the frame range that you have set above.
That's just a little glitch that I found in NUKE that you
might come across from time to time.
So to hear this audio when you're done working,
you can just flipbook this animation, and if I move this off to the side here,
and click on this button,
this is a flipbook and we'll get into that a little later,
but down here in the audio settings, just pick your AudioRead Node and hit OK,
and it's going to compile a little flipbook for you to take a look at.
This is an audio file.
So you see that we have our animation now with our
audio when we hit the flipbook button.
So let's jump back to the Node Graph for a second,
and there's one last thing I'd like to show you about the Dope Sheet,
and that's when it displays for you double Transforms.
You'll see here that I have a Transform if I view this,
we just have our normal animation of an earth zooming into camera,
and I've time offset that by 10 frames.
So what we're looking at here is the same animation offset by 10 frames,
and I'm laying the offset animation on top of the original animation.
You can now see the two earths here.
So you'll notice that there's a little jag with the two animations.
So,
when you have this primary data flowing into two different
nodes and then coming back together, if we go to the Dope Sheet,
you'll notice that we see the same Transform listed twice,
and I just wanted you to see this because it happens from
time to time and it can be confusing.
So what we have represented here is that TimeOffset Node.
I'm going to pull this Node Graph off so we can look at it at the same time.
We've got this TimeOffset Node represented here and it's
showing us that it's manipulating the Transform here and
manipulating the Transform here.
So, if I go here and I change the values of the keyframes on the Transform,
just know that it's going to influence both sets of data,
and that's okay because it's the same primary data
being used two different ways, and that's what it's trying to show you here.
So that just gets a little funky sometimes.
In the next clip,
we'll take a look at manipulating these keyframes a little more.
We'll look at copying and pasting, and absolute versus relative transforms,
and deleting and adding keyframes.
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