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- [Pierre] As any Blender editor,
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you can navigate in the timeline
using your middle mouse.
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You can move selected items by pressing G,
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you can scale them using S,
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which will push them
further from the play head.
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But pressing R won't rotate the key frame.
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What it will do instead,
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it will all you to change
the key frame type.
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Changing the key frame type
won't affect your animation.
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It's only a visual
modification of your key frames
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that may allow you to better
organize your animation.
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I personally never use it
(drowned out by whooshing)
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Pressing the zero key on the numpad
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will center your timeline
position around the play head.
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When you have some key selected,
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pressing the dot key on the numpad
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will frame or focus the selection.
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Pressing the home key will
frame the whole animation
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from the very first to
the very last key frame.
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You can preview a part of
your animation by pressing P
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and dragging and hold on the
section you want to repeat.
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Press Alt + P to clear the preview.
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You can activate the preview range
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by clicking the clock icon
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and then setting the
starting and ending frame.
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You can set the beginning
of your animation,
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pressing Control + Home.
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And you can set the end by
pressing Control + Home.
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When you activate the preview range
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with the clock icon is
using Control + Home
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and Control + Home, will set
the beginning and the end
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of the preview range.
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My timeline here is just showing me
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the key frame of the selected items.
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If I go into view and
uncheck only key frames
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from selected object,
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every key frame in the
scene will be displayed.
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My character currently I've
a subdivision modifier.
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If I go to the rendering properties,
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I can see that simplify
has been activated.
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It allows you to disable
every subdivision modifier
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in the scene, increasing
the playback performances.
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When deactivated, we can
see that my frame range
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in the top left corner turned to red
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meaning that Blender is not
able to reach the frame rate
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I've set previously.
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While this scene is supposed
to run at 30 frames per second,
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here I am below 14 frames per second.
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While it is not optimal,
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Blender allow us to drop frames
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so that we have a bit sort
of timing of the animation,
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meaning that it will
drop some of the frame
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to make sure that the
action run at the same speed
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as if we were displaying
the 30 frames per seconds.
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To allow this, just go
to the playback option,
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to the no sync and choose
whether frame drop or AV sync.
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We can see that the
animation timing has changed
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and it's trying to catch
up with its regular speed.
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Hopefully you won't
need to use this option
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as I will try to provide
pretty low poly characters
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to be animated, but it's
important to note it.
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With Control + Shift, plus left click,
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you can select all the keys
after or before the play head.
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You can press B click and drag
or just left click and drag
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to make a box selection.
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The timeline is mainly here
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to give you an overview of your animation.
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I never use it to work
on my current key frame.
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The summary line is
just here to let me know
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if there are a key frame
on the current frame.
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Here, we can see we have a key
frame on every single frame
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from zero to 30.
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This key frame belongs
to different controller
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of our character and are
stored into an action
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that is torn into the armature.
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We will discuss about armature later on,
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here I just want to show you
the IRO key of the timeline.
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If I add a cube to the scene
and add key frames to this cube
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you can see that now these
keys are also displayed
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in the timeline.
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Selecting a key on the summary
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will select all the corresponding keys
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of the armature and the cube.
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This can be great to
offset a whole set of keys.
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But if we want, we can
only move, for example,
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the X location key of the cube.
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Another great feature of the timeline
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is that we can add markers.
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While you can use them only
for organization's sake,
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they can be very useful to switch camera.
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When you add two camera
into your Blender scene
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and press zero to go into camera view,
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you can switch from
one camera to the other
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into the scene options.
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But if you will, you
can go in the timeline
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and add a couple of markers.
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You can add them pressing M or
going to Marker, Add Marker.
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Now, with one of my camera selected
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and one of the marker selected,
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I will go to marker and
bind camera to marker.
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Now I will select the second marker,
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select the second camera
and repeat the process
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or press Control + B in the timeline.
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In the 3D viewport, pressing zero,
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I will jump into camera view.
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And when I will play the animation,
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each time I will hit those marker,
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Blender will automatically
switch to the bound camera.
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This is way easier and cleaner
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than trying to animate the camera.
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To summarize, we have seen
that navigating the timeline
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is close to navigating
any Blender editors.
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We have seen a bunch
of different shortcuts.
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And we have seen that we
can create different markers
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in the timeline and bind
the multiple cameras to them
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so that we can jump from
one camera to the other
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directly through the animation.
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