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In the previous video I showed you how we could adjust the
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timing of a clip using the Read node.
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In this video we're going to start looking through the
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nodes available to us in the Time menu,
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and see how we can use them to create the same results.
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There are many reasons why we might want to use these nodes
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instead of using the controls inside the Read node.
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Personally, I prefer to separate important operations into specific nodes,
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so each step is obvious to anyone looking at the script.
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There are also some extra controls in these nodes that
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can produce slightly better results.
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Also, these nodes can be applied at any point in a script,
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so it's possible to apply these retimes to whole sections of
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your work whilst keeping the script live.
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This project has the same frame range as in the previous video, 1001 to 1055.
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The first trick I'm going to show you is how to burn in the
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frame numbers into your source footage.
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This will help us see the effects of our retiming.
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In the previous video I had baked the frame numbers into
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the frames that we were working with.
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Obviously, we don't want that burn-in in our final image.
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In this video we're working with the same footage, but without the burn-in.
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We can create that burn-in nondestructively with a Nuke,
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so we can switch it off once we are happy with our retime.
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We will create the burn-in with a Text node.
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In the Text node message field add value frame in square brackets.
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The brackets tell the Text node to evaluate what is inside as a TCL expression.
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The word value tells Nuke to look up a value,
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and the word frame tells Nuke to look up the frame number of the current frame,
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and return it to the expression.
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The result is that the Text node prints the frame number over the image.
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This frame number is based on the Nuke timeline,
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not the input frame number of the image,
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so if we have already adjusted the timing if the sequence inside the Read node,
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this number isn't going to match the source frames.
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We can use a different expression if we want to read the
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original frame number from the metadata of the original image
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with metadata input/frame inside brackets.
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If I display both of these together we can see how the two relate to each other.
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We're going to be doing all of our retiming outside of the Read node,
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so I'm going to delete the second line,
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and display the value that relates to the timeline.
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By placing this Text node before any retiming we are baking in
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the original frame number of the sequence.
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When we view this after the retime we can see where our
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original frames are ending up on the timeline.
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This can help us sanity check our work and troubleshoot any unexpected results.
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So now we can recreate our time offsets from the previous video,
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but with separate nodes.
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The first node we can look at is TimeOffset.
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This is a very simply node that does exactly what the name implies,
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and just offsets the frames of the source a regular amount.
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Oddly,
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this works in the opposite direction to the offset option in the Read node.
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In the Read node we used -781 to get frame 220 to line
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up with frame 1001 of our timeline.
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In the TimeOffset node we add 781.
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There is also a reverse option,
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which will reverse the frame range of the clip before applying the offset.
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The TimeClip node replicates the controls that are inside the Read node,
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but with a few extra features.
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There is a reverse option if you want to play your clip backwards,
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and there are also fade in and fade out options if you feel
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the need to fade you clip in and out.
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We can use this in the same way that we used the Read
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node controls in the first video.
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Let's set the frame range we want to work with to 222 to 274.
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Then let's choose start at, and set that to 1001.
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Now we have 220 starting at 1001 of our timeline.
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The next node to look at is the Retime node.
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This node can be used to move a clip along the timeline by changing the
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input frame range relative to the output frame range,
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and it also has speed controls.
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These two sets of controls work together.
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Changing one will affect the other,
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and you can use them in different combinations.
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Let's start by using the input frame range to define the
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first frame that we want from our footage.
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If we enable the first box in the input range and enter 220
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this will now be the first frame of our clip.
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If we set the timeline range to input you can see that it now starts at 220.
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Notice how the number in the grayed out output range changes to match.
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We can now use the output range to remap the first frame of
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our clip to the first frame of our timeline.
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If we enable the first frame of our output range,
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and set that to 1001,
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and reset the timeline to global you can see that we have map 220 of
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the footage to the first frame of our timeline.
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The rest of the frames are all now relative to that,
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so that we have 274 as the last frame of our shot.
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This is effectively giving us the same result as using a TimeOffset node,
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but I find this way of working much easier.
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Say, for example, I have a shot with an explosion,
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and I want to add a fireball element to it.
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If I know the fireball starts on frame 25 of its clip,
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but the explosion starts at frame 1010 of my shot it's real easy to just set the
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input first frame to 25 and the output first frame to 1010.
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I don't have to do the math to work out what offset I need to apply.
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We could have done the same thing by using the last frames
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instead of the first frames by setting the input last frame to
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274 and the output last frame to 1055.
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We can use the speed slider to change the speed of the footage too.
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Numbers larger than one will speed the clip up.
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Numbers smaller than one will slow it down.
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So if we run the first frame of the clip as 220,
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but then to play the clip twice as fast,
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we can set the input first frame to 220,
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the output first frame to 1001, and then set the speed to 2.
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Notice how the output last frame changes when we speed the clip up.
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This is because the speed of the clip is going to affect the length of the clip.
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The length of the input clip, the frame it starts on,
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and the speed at which it's played will define the frame that it ends on.
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This works with any combination.
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If we define where the last frame should be,
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but uncheck the first frame,
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and change the speed you'll see that the frame that the clip starts on changes.
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Let's reset the speed to one.
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Now let's define the beginning and the end of the clip in the input range,
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220 to 274, so the clip is now only 55 frames long.
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You can see that the output last frame displays 1005 automatically.
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Now, watch what happens when we enable the fourth variable in the frame range.
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The speed settings is disabled.
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This is because we are now manually defining all four
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variables in the input and output,
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and the speed the clip must play is defined by that relationship.
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Right now the difference between the first and last frame of
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the input is the same as the difference between the first and
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the last frame of the output.
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Both have a frame range of 55, a 1 to 1 relationship,
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so the clip will play back at its normal speed,
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but if we were to change one of these, so the 1 to 1 relationship is broken,
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you'll see that the speed has to change to compensate.
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Let's change the last frame of the output to 1027.
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This halves the output frame range to the nearest whole frame,
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so now there are twice as many input frames as there are output frames,
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so the speed has to double, so that the whole clip fits into the new range.
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If we change the last frame to 1110 we now have twice as
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many frames in the output as the input,
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so the clip is effectively being stretched in time or slowed down.
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The same thing happens if we change the input rather than the output.
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If we leave the output as it was originally,
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but change the last frame of the input to 329 we now have twice
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as many frames coming in as we do going out,
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so we have to play the clip twice as fast to make that work.
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If we've defined the input range to match the project range,
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but then speed the clip up by two you can see that we are
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running out of frames half way through our shot.
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This is because by default the Retime node holds the first and
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last frame of the range if we go beyond them.
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We can use these before and after settings to choose what
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Nuke displays outside the input range.
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Hold will show a freeze frame, black will just show empty black frames,
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loop will loop the selected frame range over and over,
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bounce will ping pong the footage backwards and forwards over and over,
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but the most useful option, by far, is the continue setting.
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This will keep playing the rest of the frames as normal
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outside the selected frame range,
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so we could use the input and output first frames to line up a particular
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piece of action that might be in the middle of the clip,
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and the rest will continue playing before and after that point.
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The filter settings define how Nuke interpolates
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between frames when changing the speed.
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The default setting, box, will do some basic frame blending,
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whereas the other two just show whole frames,
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either rounding up or down to the nearest.
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The shutter setting adjusts how the box filter blends the frames together.
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We will look at frame interpolation more in another video.
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The next node is the FrameRange node.
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This simply allows you to set the frame range of a clip,
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but doesn't shift it along the timeline.
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Unlike the read or TimeClip nodes,
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it doesn't actually trim the frames off outside of this range,
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but it does change how Nuke displays the clip.
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These nodes all appear in the Dope Sheet.
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The Retime node isn't editable here.
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It only displays the result.
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If you don't already have the nodes open in the properties pane you
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can click this button to show all Read nodes and TimeClip nodes that
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are in your script in the Dope Sheet.
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To display the TimeOffset,
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Retime or FrameRange nodes you must open them in the Properties pane.
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