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- [Instructor] Before we start
working with the NLA editor,
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we need to clean up our
character animations.
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First get back to object mode,
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get rid of the cylinder,
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select our character rig in object mode
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and press Alt+G Alt+R Alt+S.
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On the current claiming action,
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reactivate the roots motion.
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And for all our animation
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we need to get rid of any
animation of the root boom.
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So I will switch to show only selected
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and then with my root boom selected
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I will get rid of the last key frame.
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I will press CTRLl+Tab
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to switch back to the action editor,
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open the temporary action I
created for the idle animation,
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hold shift and click on the
cross icon to close the action.
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Holding Shift will remove
the action from the file.
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Now the closed action as zero users.
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And when I will rebuild the file
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it will be removed from
our action library.
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I will also make sure
that I have no root motion
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on my idle animation
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and Alt+G Alt+R and Alt+S
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to reset the position of the roots.
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Then I get rid of all the
other key frames of the root.
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I will do the same for the run cycle
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making sure that my character
is cycling on position
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without any root motion
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and remove all the temporary actions.
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In the end I only kept the keying,
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the run cycle,
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the idle and the climbing cycle.
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All the other action have no users.
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Hence the zero in front of their name.
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Now I can go to file, click revert,
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it will reload the current file
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and the zero users
action have disappeared.
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From there, I can double
check each actions
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and if you want to make it even cleaner,
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you can duplicate the
first key of the route
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and move it onto the very
last key of the animation.
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This is not necessary.
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So don't do it if you don't want.
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So let's get started with the NLA editor.
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So, I will push a bit
my action eight window,
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expand the timeline and
switch to the NLA editor.
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By default, you will find out an NLA track
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for each of the object
you have in your scene.
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So we can see a track for
our squirrel mesh object
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that also include a track
for the shape key used
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to animate the eyes
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and a track for our squirrel rig,
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including a track called keying
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because we have our keying action opened
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in the keying editor.
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Most of the shortcuts
and filters are the same
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as in the graph editor
and the action editor,
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so I won't go over them again.
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Since I'm working only on the rig,
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I will click the show selected only.
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If I open the different
actions in the action editor,
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I will see them appearing onto
the track of the NLA editor.
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But I can't use them in
the NLA editor this way.
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To use them in the NLA editor track,
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I need to convert them to strip
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by clicking this icon
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or click the same icon
in the action editor
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and push down the action into the track,
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converting it to a strip.
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Think now of your action
as an audio or video strip
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that you can move in time using the G key
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as you will do in a DVD auditor.
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In the action editor near the push down,
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there is another button called stash.
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This is something I never use
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but I will show you what it's made for.
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If I click it, it will
create a new NLA track
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with a new strip idle finished.
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The NLA track is locked and disabled,
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so it does no influence
on our character rig.
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It is basically here to
replace the fake user we create
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when we click on the shield
icon in the action editor.
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If I remove the fake
user from my idle finish
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and close the action
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or open another one and save the file.
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When they will revert
or reload my document,
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the idle action is still there
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because the NLA track is
considered being a user.
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That's why we have two users
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whenever we are opening the
action in the action editor.
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But I think it makes the NLA editor messy
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having all those additional tracks.
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So I prefer to protect my
animation using the fake chooser
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and getting rid of the track
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by simply selecting it
and pressing the X key.
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If I select the run cycle
strip and press the Tab key,
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the trip will turn to green
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meaning that the current
action is in edit mode
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and I can see the action
loaded in the action editor.
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I will close the idle
action in the action editor
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so that we only have our
current NLA track available.
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If I press shift+D, I
can duplicate the strip.
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And if I press Alt+D, I can
make a link to duplicate
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as we will do with any
object in the 3D viewport.
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So as for an object,
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you can consider this
strip as a container.
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So if I press N or I click
the arrow icon to expand
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the properties panel,
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going into the strip tab,
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I can see where the current
trip starts and ends
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among a lot of different
options that we will be covering
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in a few minutes.
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But also the action used,
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the same way will add with a mesh object,
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the object is a container
and we have meshed data.
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So we can see that the third strip
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is using a new run cycle action
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with the suffix tag 002.
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The second one, another action
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and the first one, our original action.
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When I press Tab to enter edit mode
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and modifying the current action,
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we can see that the third strip
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that we have created using
the linked duplicate action
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is colored in red.
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I will make a quick
modification to the action.
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I will then go back into the NLA editor
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and press the Tab key
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and I can see that I am
playing the modified animation.
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But if I scrub over the second strip,
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we can see that he's
playing another animation
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the ones that hasn't been modified.
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But if I scrub over the third strip,
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we can see that it's
playing the same action.
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as for the first one.
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Since the action are linked,
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modifying one will modify the other.
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You can add a new strip to an NLA track
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by pressing Shift+A and
choosing the action.
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But at least on this version of them
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they are all at the time
I'm recording this video,
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you have to make sure that
your NLA track is active
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by simply clicking it to select it.
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I guess it will be cool
if blender automatically
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add a new track if you don't
have any tracks selected.
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In the meantime, just
remember this little tip.
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Let's have a look to the different option
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available in the NLA editor.
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When I duplicate NLA strip,
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by default blender will
create another NLA track.
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Double-clicking on the
track will allow you
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to rename the track.
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You can reorder the track
position by right clicking on it
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and choosing whatever you want to do
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or using Page up and Page
down or Shift+Page up
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and Shift Page down.
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With the idle track selected,
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I can press Shift+A and
select the idle action,
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it will create a new strip
using the idle action.
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The numerous strip will be created
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where the play head is positioned.
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To create a new track,
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I have to create a new action
in the properties panel.
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By default, the action is empty.
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So I need to create a
key frame on the bone
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to be able to push it down
and add this new track.
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Or I can simply browse
through my action library,
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choose one and push it down.
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The huge power of the NLA editor
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is to allow to combine different actions.
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As I told you before,
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I asked you to think of it as video clips.
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So as my first run cycles comes to an end
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I should be able to see my idols strip.
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But nothing happened.
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And this is because of
the extrapolation mode
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of our first run cycles strip.
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As it is set to old forward
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when this strip it's N,
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it will keep our character
in the latest pose
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or in the latest read key frame
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of the action containing the strip.
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This extrapolation is displayed as
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low Pacitti yellowish
background or grayish background
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when the strip is not selected.
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Setting the extrapolation mode to nothing
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will get rid of the old forward
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and idle animation with play.
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Sitting the extrapolation mode to hold
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will work as the hold forward.
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It will extrapolate the latest pose
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and it won't allow us to
read the idle animation.
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The subtle difference is that
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if I choose old forward
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you can see that the
influence of the strip
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doesn't occur before it
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but while it will override
any strip that comes after
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and is not on the same NLA track.
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It wants to override any strip
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that is available prior to heat.
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So in the end, it is useful only
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if you don't have any strip before.
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You can see that my character
is in the run cycle pose
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while if I choose old forward,
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it is in the rest pose
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if it has nothing to read
prior to this NLA trip.
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By default, our blending
mode is set to replace.
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It means that any strip
that has these landing mode
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and is super in the NLA track stack,
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will replace any other strip
on other analytic tracks,
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exactly as a video editor will work.
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If I set the blending mode to add,
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we will get a totally crazy results.
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And this is because, in the NLA editor
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the blending mode applies
to the keyed value.
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So in this case, all of our controller
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that are all keyed in each action
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are added one on top of the other.
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00:11:13,610 --> 00:11:17,740
So currently, the scaling of
one from the first action,
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is added by the scaling of
one on the second action.
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And it's the same for the
location and rotation.
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This is why we get this crazy
Frankenstein transformation
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of our squirrel character.
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If I switched to substructure,
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it will mostly set all the scale to zero.
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So our characters will disappear.
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And if I use the multiply blending mode,
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we won't have any problem with the scaling
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but the rotation and location
is pretty hard to predict.
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So those blending modes are generally used
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in very specific cases,
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but there is one mode that is super useful
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is to combine mode.
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If I try to combine the run and the idle
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it will still look weird
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but let me prepare something for you.
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I will push the idle animation away
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regroup my boyfriend cycle.
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Then unselect the track,
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click on the new action
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and I will simply move my route boom.
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So I will key its location on
frame zero and unframed 24.
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I will move it by 1.4 meters on the y-axis
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as we did, when we were
doing the run cycle.
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I will then select those keys
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make sure that they are
into linear interpolation.
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And now when I play the animation,
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we can see that the motion of the root
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is combined with our run cycle.
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And if I now put the idle
at the end of this strip,
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since I will root
locomotion strip is on hold,
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our squirrel character will stay in place
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and we will have a perfect blending
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00:12:59,550 --> 00:13:03,350
between the run cycle
and the idle animation.
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00:13:03,350 --> 00:13:06,600
So now, just imagine what we could do
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if I was to edit the locomotion,
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add a bit of rotation,
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00:13:11,870 --> 00:13:13,520
switch left to right,
260
00:13:13,520 --> 00:13:16,840
and then add also a bit of rotation
261
00:13:16,840 --> 00:13:19,380
on the root of the body of our character.
262
00:13:19,380 --> 00:13:21,580
This way, from a base run cycle,
263
00:13:21,580 --> 00:13:25,616
I can input variation into
my characters locomotion
264
00:13:25,616 --> 00:13:28,070
into his behavior
265
00:13:28,070 --> 00:13:31,920
and this can be perfect to
rapidly prototype a shot
266
00:13:31,920 --> 00:13:36,690
for example or to iterate
on different variation
267
00:13:36,690 --> 00:13:38,560
of the same animation.
268
00:13:38,560 --> 00:13:40,091
You don't really know
where your characters
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00:13:40,091 --> 00:13:41,570
are supposed to go,
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00:13:41,570 --> 00:13:45,360
you want to test different
poses different animation.
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00:13:45,360 --> 00:13:49,933
That's a good way to do it
without reanimating everything.
272
00:13:49,933 --> 00:13:53,450
This is why NLA editor
is often the compounded
273
00:13:53,450 --> 00:13:56,030
to the layers tool in Maya.
274
00:13:56,030 --> 00:13:59,020
And they was able to
create these variation
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00:13:59,020 --> 00:14:02,340
of our animation in three minutes.
276
00:14:02,340 --> 00:14:06,400
So it's not perfect
but that's a good pace.
277
00:14:06,400 --> 00:14:07,770
To make our life easier,
278
00:14:07,770 --> 00:14:10,970
there are also blend in and out options.
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00:14:10,970 --> 00:14:13,990
I will create a new
action for our character.
280
00:14:13,990 --> 00:14:17,790
It will be a simple rotation
of the ed controller
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00:14:17,790 --> 00:14:20,570
that will hold for the whole animation.
282
00:14:20,570 --> 00:14:22,780
I will suggest extrapolation to nothing
283
00:14:22,780 --> 00:14:25,410
and the blending mode to combine.
284
00:14:25,410 --> 00:14:29,150
Now when my character is
executing its run cycle
285
00:14:29,150 --> 00:14:32,430
he has his head turn towards us.
286
00:14:32,430 --> 00:14:36,180
The blend in and out option
are pretty straightforward.
287
00:14:36,180 --> 00:14:39,660
If I add the 10 frame on the blend in,
288
00:14:39,660 --> 00:14:42,720
it will take 10 frames
before our character
289
00:14:42,720 --> 00:14:44,740
as his head turned.
290
00:14:44,740 --> 00:14:46,920
And the blend out will work the same
291
00:14:46,920 --> 00:14:50,690
whatever the value I
will put in the blend out
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00:14:50,690 --> 00:14:55,690
it will these number of frame
to reset to his initial posts.
293
00:14:56,530 --> 00:14:59,270
It's like playing with the influence
294
00:14:59,270 --> 00:15:01,403
of the head rotation track.
295
00:15:02,620 --> 00:15:04,840
And since the influence is a value,
296
00:15:04,840 --> 00:15:07,330
we can animate this influence.
297
00:15:07,330 --> 00:15:10,120
So I will set it to
zero on the first frame
298
00:15:10,120 --> 00:15:12,730
and to zero on frame 24.
299
00:15:12,730 --> 00:15:14,700
Open the graph editor
300
00:15:14,700 --> 00:15:19,700
and now I can access to curve
of the influence of this layer
301
00:15:21,520 --> 00:15:24,230
and create the blending by myself.
302
00:15:24,230 --> 00:15:27,100
Within the values that
goes from zero to one,
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00:15:27,100 --> 00:15:30,010
I can tell blender how much influence
304
00:15:30,010 --> 00:15:35,010
I want this NLA track to
have on top of my run cycle.
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00:15:35,300 --> 00:15:39,130
So here it doesn't look like
something really beautiful,
306
00:15:39,130 --> 00:15:40,553
but that's very handy.
307
00:15:41,490 --> 00:15:45,209
Enabling the auto blending
will automatically create
308
00:15:45,209 --> 00:15:49,639
the blend in and blend
out based on the position
309
00:15:49,639 --> 00:15:54,639
of the strips on the top
track and the bottom track.
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00:15:55,110 --> 00:15:57,690
We can see the influence curve appearing
311
00:15:57,690 --> 00:15:59,270
on the blending strip.
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00:15:59,270 --> 00:16:01,050
Here it's blending in,
313
00:16:01,050 --> 00:16:06,050
but if I move the ed terms
strip before the other strips,
314
00:16:06,080 --> 00:16:07,663
it will blend out.
315
00:16:10,520 --> 00:16:13,890
Another fantastic
feature of the NLA editor
316
00:16:13,890 --> 00:16:16,853
is to be able to manipulate time.
317
00:16:17,890 --> 00:16:22,420
If I select my run cycles
strip and press S to scale,
318
00:16:22,420 --> 00:16:27,420
the strip will be currently
scaled from the play head
319
00:16:27,800 --> 00:16:32,070
and it will basically affect
the frame start and frame end.
320
00:16:32,070 --> 00:16:34,420
Doubling the size of this strip
321
00:16:34,420 --> 00:16:37,820
will play the action twice slower.
322
00:16:37,820 --> 00:16:41,640
If I increase it to 44 frames for example,
323
00:16:41,640 --> 00:16:45,140
I will almost be playing
it in a slow motion
324
00:16:45,140 --> 00:16:48,890
four times slower than
the original animation.
325
00:16:48,890 --> 00:16:50,380
So that's a fantastic tool
326
00:16:50,380 --> 00:16:52,673
if you want to create slow motion effects.
327
00:16:53,580 --> 00:16:56,320
If I make this three plank shorter
328
00:16:56,320 --> 00:16:58,783
then the animation will be accelerated.
329
00:16:59,920 --> 00:17:04,030
The reversed option will simply
play the current animation
330
00:17:04,030 --> 00:17:05,500
in reverse.
331
00:17:05,500 --> 00:17:06,790
I've made some research
332
00:17:06,790 --> 00:17:09,670
and some experience with
the cyclic strips time
333
00:17:09,670 --> 00:17:12,690
and I absolutely don't
know what it's made for.
334
00:17:12,690 --> 00:17:15,440
If I change the length of the action clip,
335
00:17:15,440 --> 00:17:20,250
it will automatically change
the length of the active strip.
336
00:17:20,250 --> 00:17:23,210
And since we have a cycle
modifier on our curve,
337
00:17:23,210 --> 00:17:27,460
our animation is repeating
even beyond the frame 12
338
00:17:27,460 --> 00:17:29,570
but we can make the animation repeating
339
00:17:29,570 --> 00:17:32,310
by simply increasing the repeat value.
340
00:17:32,310 --> 00:17:34,450
Even if I go into the graffiti task
341
00:17:34,450 --> 00:17:38,450
select all my key and
clear the cyclic modifier,
342
00:17:38,450 --> 00:17:40,640
the animation will be repeating,
343
00:17:40,640 --> 00:17:42,603
so it will be cycling.
344
00:17:43,570 --> 00:17:48,570
If I shorten the action clip
not the strip the action clip,
345
00:17:48,900 --> 00:17:52,280
then the action won't be played entirely.
346
00:17:52,280 --> 00:17:56,740
Pressing the Y key will
split the active strip
347
00:17:56,740 --> 00:17:59,520
where the play ed is positioned.
348
00:17:59,520 --> 00:18:02,330
The thing cyclic option will automatically
349
00:18:02,330 --> 00:18:05,730
reset the wrench of the action clip
350
00:18:05,730 --> 00:18:10,290
based on the first and last
key frame within the action.
351
00:18:10,290 --> 00:18:13,780
If you modify the action
length within the action
352
00:18:13,780 --> 00:18:16,730
and edit all through the tweaking,
353
00:18:16,730 --> 00:18:20,220
then clicking this button
or enabling cyclic,
354
00:18:20,220 --> 00:18:24,960
will automatically reset the
wrench of the action clip.
355
00:18:24,960 --> 00:18:28,750
One of the super cool
feature of the NLA editor
356
00:18:28,750 --> 00:18:32,680
is to be able to animate the strip time.
357
00:18:32,680 --> 00:18:34,750
I have made my actions clip longer,
358
00:18:34,750 --> 00:18:37,840
I will enable the animated strips time
359
00:18:37,840 --> 00:18:39,330
and insert a key frame.
360
00:18:39,330 --> 00:18:43,580
Now in my graffiti tall, I
have a new curve available.
361
00:18:43,580 --> 00:18:46,080
I will duplicate the created key frame
362
00:18:46,080 --> 00:18:48,030
and move it on frame 12
363
00:18:48,030 --> 00:18:50,963
and it's value I will input 12
364
00:18:50,963 --> 00:18:53,590
and switch everything to vector.
365
00:18:53,590 --> 00:18:57,150
It basically means that
I have created a curve
366
00:18:57,150 --> 00:19:02,150
that treated 12 frame over
12 frame in a linear fashion.
367
00:19:03,060 --> 00:19:07,420
So my animation is playing at real time.
368
00:19:07,420 --> 00:19:09,600
Now, if I offset value,
369
00:19:09,600 --> 00:19:12,670
it will play at a slower time.
370
00:19:12,670 --> 00:19:16,330
I think a curve that allow
us to modify the speed
371
00:19:16,330 --> 00:19:20,052
at which we are reading
an action into a strip,
372
00:19:20,052 --> 00:19:24,890
will allow us to create
incredible slow motion.
373
00:19:24,890 --> 00:19:27,280
So instead of scaling the whole strip,
374
00:19:27,280 --> 00:19:29,810
I can choose whenever I want my action
375
00:19:29,810 --> 00:19:31,870
to be played at real time
376
00:19:31,870 --> 00:19:34,130
or to dance slow down.
377
00:19:34,130 --> 00:19:37,090
And if I reduce the value of the curve,
378
00:19:37,090 --> 00:19:40,480
I can even play the action in reverse.
379
00:19:40,480 --> 00:19:43,810
You can create tracer overwatch effects,
380
00:19:43,810 --> 00:19:46,690
super easily with this kind of thing.
381
00:19:46,690 --> 00:19:51,240
This is why the NLA editor
should we not be overlooked.
382
00:19:51,240 --> 00:19:55,010
Because even if you want
to use those everyday,
383
00:19:55,010 --> 00:19:59,440
it can owe you to do tons
of thing with a lot of ease
384
00:19:59,440 --> 00:20:01,483
and with incredible results.
385
00:20:03,470 --> 00:20:06,480
There's a last couple of
things I'd like to show you
386
00:20:06,480 --> 00:20:07,860
in this video.
387
00:20:07,860 --> 00:20:12,060
Pressing Shift+T will all you
to add a transition strip,
388
00:20:12,060 --> 00:20:16,133
but you need to have two
active strip selected.
389
00:20:17,290 --> 00:20:20,700
It will create a strip
that will automatically
390
00:20:20,700 --> 00:20:24,010
blend one action to the other
391
00:20:24,010 --> 00:20:26,900
creating a linear interpolation.
392
00:20:26,900 --> 00:20:30,500
You can add those strip
through the ad menu.
393
00:20:30,500 --> 00:20:35,320
If you are using speakers in
your 3D scene to play sound,
394
00:20:35,320 --> 00:20:40,320
then you can add sound strip,
pressing the Shift+K shortcut,
395
00:20:41,470 --> 00:20:43,610
or going to the ad menu.
396
00:20:43,610 --> 00:20:48,280
You can group multiple
actions strip pressing CTRL+G
397
00:20:48,280 --> 00:20:51,650
allowing you to manipulate them all at ons
398
00:20:51,650 --> 00:20:55,143
and you can ungroup them
pressing Ctrl+Alt+G.
399
00:20:57,500 --> 00:21:01,110
To summarize, we have
seen that the NLA editors
400
00:21:01,110 --> 00:21:03,920
allows us to combine multiple strips
401
00:21:03,920 --> 00:21:07,350
as if we where working
on the video editor.
402
00:21:07,350 --> 00:21:12,120
We need to push an action
to make it an NLA strip.
403
00:21:12,120 --> 00:21:16,580
The stash option can be used
to replace the fake user.
404
00:21:16,580 --> 00:21:18,350
We can duplicate, clone
405
00:21:18,350 --> 00:21:22,053
or add an action as a
strip into the track.
406
00:21:23,030 --> 00:21:26,320
We can use extrapolation
and blending options
407
00:21:26,320 --> 00:21:30,560
to combine different
strip on different tracks.
408
00:21:30,560 --> 00:21:35,560
Action in the NLA tracks
affect only the keyed channels.
409
00:21:36,430 --> 00:21:38,580
You can blend multiples strips
410
00:21:38,580 --> 00:21:40,880
from different tracks together.
411
00:21:40,880 --> 00:21:43,560
Scaling this trip will accelerate
412
00:21:43,560 --> 00:21:46,580
or slow down the bound action.
413
00:21:46,580 --> 00:21:50,420
You can split a strip pressing the Y key.
414
00:21:50,420 --> 00:21:54,520
You can edit the timing of
an animation using the curve.
415
00:21:54,520 --> 00:21:58,890
You can create transition
strips with shift+T
416
00:21:58,890 --> 00:22:02,910
and finally you can
group or ungroup strips
417
00:22:02,910 --> 00:22:05,843
with Ctrl+G and Ctrl+Alt+G.
32968
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