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These are the user uploaded subtitles that are being translated: 1 00:00:00,700 --> 00:00:03,420 - [Instructor] Before we start working with the NLA editor, 2 00:00:03,420 --> 00:00:06,860 we need to clean up our character animations. 3 00:00:06,860 --> 00:00:08,610 First get back to object mode, 4 00:00:08,610 --> 00:00:10,600 get rid of the cylinder, 5 00:00:10,600 --> 00:00:13,270 select our character rig in object mode 6 00:00:13,270 --> 00:00:16,500 and press Alt+G Alt+R Alt+S. 7 00:00:16,500 --> 00:00:18,213 On the current claiming action, 8 00:00:18,213 --> 00:00:21,010 reactivate the roots motion. 9 00:00:21,010 --> 00:00:23,580 And for all our animation 10 00:00:23,580 --> 00:00:28,090 we need to get rid of any animation of the root boom. 11 00:00:28,090 --> 00:00:31,460 So I will switch to show only selected 12 00:00:31,460 --> 00:00:33,740 and then with my root boom selected 13 00:00:33,740 --> 00:00:36,140 I will get rid of the last key frame. 14 00:00:36,140 --> 00:00:37,740 I will press CTRLl+Tab 15 00:00:37,740 --> 00:00:40,320 to switch back to the action editor, 16 00:00:40,320 --> 00:00:44,890 open the temporary action I created for the idle animation, 17 00:00:44,890 --> 00:00:49,243 hold shift and click on the cross icon to close the action. 18 00:00:49,243 --> 00:00:53,100 Holding Shift will remove the action from the file. 19 00:00:53,100 --> 00:00:56,660 Now the closed action as zero users. 20 00:00:56,660 --> 00:00:58,710 And when I will rebuild the file 21 00:00:58,710 --> 00:01:01,730 it will be removed from our action library. 22 00:01:01,730 --> 00:01:04,190 I will also make sure that I have no root motion 23 00:01:04,190 --> 00:01:06,140 on my idle animation 24 00:01:06,140 --> 00:01:09,810 and Alt+G Alt+R and Alt+S 25 00:01:09,810 --> 00:01:12,190 to reset the position of the roots. 26 00:01:12,190 --> 00:01:15,890 Then I get rid of all the other key frames of the root. 27 00:01:15,890 --> 00:01:18,170 I will do the same for the run cycle 28 00:01:18,170 --> 00:01:22,460 making sure that my character is cycling on position 29 00:01:22,460 --> 00:01:24,270 without any root motion 30 00:01:24,270 --> 00:01:27,210 and remove all the temporary actions. 31 00:01:27,210 --> 00:01:29,720 In the end I only kept the keying, 32 00:01:29,720 --> 00:01:30,920 the run cycle, 33 00:01:30,920 --> 00:01:33,720 the idle and the climbing cycle. 34 00:01:33,720 --> 00:01:36,810 All the other action have no users. 35 00:01:36,810 --> 00:01:39,700 Hence the zero in front of their name. 36 00:01:39,700 --> 00:01:43,110 Now I can go to file, click revert, 37 00:01:43,110 --> 00:01:45,359 it will reload the current file 38 00:01:45,359 --> 00:01:49,700 and the zero users action have disappeared. 39 00:01:49,700 --> 00:01:52,820 From there, I can double check each actions 40 00:01:52,820 --> 00:01:55,770 and if you want to make it even cleaner, 41 00:01:55,770 --> 00:01:59,940 you can duplicate the first key of the route 42 00:01:59,940 --> 00:02:04,130 and move it onto the very last key of the animation. 43 00:02:04,130 --> 00:02:05,820 This is not necessary. 44 00:02:05,820 --> 00:02:07,503 So don't do it if you don't want. 45 00:02:08,550 --> 00:02:12,240 So let's get started with the NLA editor. 46 00:02:12,240 --> 00:02:16,020 So, I will push a bit my action eight window, 47 00:02:16,020 --> 00:02:20,350 expand the timeline and switch to the NLA editor. 48 00:02:20,350 --> 00:02:24,570 By default, you will find out an NLA track 49 00:02:24,570 --> 00:02:28,230 for each of the object you have in your scene. 50 00:02:28,230 --> 00:02:32,730 So we can see a track for our squirrel mesh object 51 00:02:32,730 --> 00:02:36,360 that also include a track for the shape key used 52 00:02:36,360 --> 00:02:38,410 to animate the eyes 53 00:02:38,410 --> 00:02:41,680 and a track for our squirrel rig, 54 00:02:41,680 --> 00:02:44,660 including a track called keying 55 00:02:44,660 --> 00:02:47,700 because we have our keying action opened 56 00:02:47,700 --> 00:02:49,550 in the keying editor. 57 00:02:49,550 --> 00:02:52,320 Most of the shortcuts and filters are the same 58 00:02:52,320 --> 00:02:56,190 as in the graph editor and the action editor, 59 00:02:56,190 --> 00:02:58,620 so I won't go over them again. 60 00:02:58,620 --> 00:03:00,540 Since I'm working only on the rig, 61 00:03:00,540 --> 00:03:03,410 I will click the show selected only. 62 00:03:03,410 --> 00:03:07,530 If I open the different actions in the action editor, 63 00:03:07,530 --> 00:03:12,530 I will see them appearing onto the track of the NLA editor. 64 00:03:13,500 --> 00:03:17,440 But I can't use them in the NLA editor this way. 65 00:03:17,440 --> 00:03:20,570 To use them in the NLA editor track, 66 00:03:20,570 --> 00:03:22,890 I need to convert them to strip 67 00:03:22,890 --> 00:03:24,710 by clicking this icon 68 00:03:24,710 --> 00:03:28,260 or click the same icon in the action editor 69 00:03:28,260 --> 00:03:32,100 and push down the action into the track, 70 00:03:32,100 --> 00:03:34,810 converting it to a strip. 71 00:03:34,810 --> 00:03:38,830 Think now of your action as an audio or video strip 72 00:03:38,830 --> 00:03:41,660 that you can move in time using the G key 73 00:03:41,660 --> 00:03:44,393 as you will do in a DVD auditor. 74 00:03:45,750 --> 00:03:48,110 In the action editor near the push down, 75 00:03:48,110 --> 00:03:51,110 there is another button called stash. 76 00:03:51,110 --> 00:03:52,990 This is something I never use 77 00:03:52,990 --> 00:03:55,770 but I will show you what it's made for. 78 00:03:55,770 --> 00:03:59,430 If I click it, it will create a new NLA track 79 00:03:59,430 --> 00:04:01,920 with a new strip idle finished. 80 00:04:01,920 --> 00:04:05,510 The NLA track is locked and disabled, 81 00:04:05,510 --> 00:04:09,100 so it does no influence on our character rig. 82 00:04:09,100 --> 00:04:14,100 It is basically here to replace the fake user we create 83 00:04:14,100 --> 00:04:18,540 when we click on the shield icon in the action editor. 84 00:04:18,540 --> 00:04:22,470 If I remove the fake user from my idle finish 85 00:04:22,470 --> 00:04:24,070 and close the action 86 00:04:24,070 --> 00:04:26,800 or open another one and save the file. 87 00:04:26,800 --> 00:04:29,870 When they will revert or reload my document, 88 00:04:29,870 --> 00:04:32,780 the idle action is still there 89 00:04:32,780 --> 00:04:36,500 because the NLA track is considered being a user. 90 00:04:36,500 --> 00:04:38,560 That's why we have two users 91 00:04:38,560 --> 00:04:42,010 whenever we are opening the action in the action editor. 92 00:04:42,010 --> 00:04:45,200 But I think it makes the NLA editor messy 93 00:04:45,200 --> 00:04:47,640 having all those additional tracks. 94 00:04:47,640 --> 00:04:51,800 So I prefer to protect my animation using the fake chooser 95 00:04:51,800 --> 00:04:53,650 and getting rid of the track 96 00:04:53,650 --> 00:04:57,033 by simply selecting it and pressing the X key. 97 00:04:58,170 --> 00:05:01,947 If I select the run cycle strip and press the Tab key, 98 00:05:01,947 --> 00:05:04,020 the trip will turn to green 99 00:05:04,020 --> 00:05:08,410 meaning that the current action is in edit mode 100 00:05:08,410 --> 00:05:11,893 and I can see the action loaded in the action editor. 101 00:05:12,800 --> 00:05:15,560 I will close the idle action in the action editor 102 00:05:15,560 --> 00:05:20,230 so that we only have our current NLA track available. 103 00:05:20,230 --> 00:05:24,980 If I press shift+D, I can duplicate the strip. 104 00:05:24,980 --> 00:05:29,540 And if I press Alt+D, I can make a link to duplicate 105 00:05:29,540 --> 00:05:33,440 as we will do with any object in the 3D viewport. 106 00:05:33,440 --> 00:05:35,200 So as for an object, 107 00:05:35,200 --> 00:05:37,890 you can consider this strip as a container. 108 00:05:37,890 --> 00:05:42,380 So if I press N or I click the arrow icon to expand 109 00:05:42,380 --> 00:05:43,740 the properties panel, 110 00:05:43,740 --> 00:05:45,800 going into the strip tab, 111 00:05:45,800 --> 00:05:49,460 I can see where the current trip starts and ends 112 00:05:49,460 --> 00:05:52,630 among a lot of different options that we will be covering 113 00:05:52,630 --> 00:05:53,850 in a few minutes. 114 00:05:53,850 --> 00:05:56,160 But also the action used, 115 00:05:56,160 --> 00:05:58,910 the same way will add with a mesh object, 116 00:05:58,910 --> 00:06:02,330 the object is a container and we have meshed data. 117 00:06:02,330 --> 00:06:04,790 So we can see that the third strip 118 00:06:04,790 --> 00:06:08,350 is using a new run cycle action 119 00:06:08,350 --> 00:06:11,130 with the suffix tag 002. 120 00:06:11,130 --> 00:06:13,330 The second one, another action 121 00:06:13,330 --> 00:06:16,370 and the first one, our original action. 122 00:06:16,370 --> 00:06:18,940 When I press Tab to enter edit mode 123 00:06:18,940 --> 00:06:21,370 and modifying the current action, 124 00:06:21,370 --> 00:06:23,883 we can see that the third strip 125 00:06:23,883 --> 00:06:28,740 that we have created using the linked duplicate action 126 00:06:28,740 --> 00:06:30,730 is colored in red. 127 00:06:30,730 --> 00:06:34,170 I will make a quick modification to the action. 128 00:06:34,170 --> 00:06:36,477 I will then go back into the NLA editor 129 00:06:36,477 --> 00:06:38,270 and press the Tab key 130 00:06:38,270 --> 00:06:42,710 and I can see that I am playing the modified animation. 131 00:06:42,710 --> 00:06:45,440 But if I scrub over the second strip, 132 00:06:45,440 --> 00:06:48,540 we can see that he's playing another animation 133 00:06:48,540 --> 00:06:50,870 the ones that hasn't been modified. 134 00:06:50,870 --> 00:06:53,830 But if I scrub over the third strip, 135 00:06:53,830 --> 00:06:57,630 we can see that it's playing the same action. 136 00:06:57,630 --> 00:06:59,390 as for the first one. 137 00:06:59,390 --> 00:07:01,310 Since the action are linked, 138 00:07:01,310 --> 00:07:04,280 modifying one will modify the other. 139 00:07:04,280 --> 00:07:07,170 You can add a new strip to an NLA track 140 00:07:07,170 --> 00:07:10,650 by pressing Shift+A and choosing the action. 141 00:07:10,650 --> 00:07:13,250 But at least on this version of them 142 00:07:13,250 --> 00:07:16,360 they are all at the time I'm recording this video, 143 00:07:16,360 --> 00:07:19,500 you have to make sure that your NLA track is active 144 00:07:19,500 --> 00:07:22,880 by simply clicking it to select it. 145 00:07:22,880 --> 00:07:26,140 I guess it will be cool if blender automatically 146 00:07:26,140 --> 00:07:29,223 add a new track if you don't have any tracks selected. 147 00:07:30,300 --> 00:07:33,133 In the meantime, just remember this little tip. 148 00:07:34,500 --> 00:07:36,670 Let's have a look to the different option 149 00:07:36,670 --> 00:07:39,270 available in the NLA editor. 150 00:07:39,270 --> 00:07:40,220 When I duplicate NLA strip, 151 00:07:40,220 --> 00:07:45,200 by default blender will create another NLA track. 152 00:07:45,200 --> 00:07:47,900 Double-clicking on the track will allow you 153 00:07:47,900 --> 00:07:49,860 to rename the track. 154 00:07:49,860 --> 00:07:53,740 You can reorder the track position by right clicking on it 155 00:07:53,740 --> 00:07:56,120 and choosing whatever you want to do 156 00:07:56,120 --> 00:08:00,150 or using Page up and Page down or Shift+Page up 157 00:08:00,150 --> 00:08:02,100 and Shift Page down. 158 00:08:02,100 --> 00:08:03,990 With the idle track selected, 159 00:08:03,990 --> 00:08:08,120 I can press Shift+A and select the idle action, 160 00:08:08,120 --> 00:08:12,662 it will create a new strip using the idle action. 161 00:08:12,662 --> 00:08:15,250 The numerous strip will be created 162 00:08:15,250 --> 00:08:18,480 where the play head is positioned. 163 00:08:18,480 --> 00:08:20,360 To create a new track, 164 00:08:20,360 --> 00:08:24,200 I have to create a new action in the properties panel. 165 00:08:24,200 --> 00:08:26,120 By default, the action is empty. 166 00:08:26,120 --> 00:08:29,640 So I need to create a key frame on the bone 167 00:08:29,640 --> 00:08:33,240 to be able to push it down and add this new track. 168 00:08:33,240 --> 00:08:37,130 Or I can simply browse through my action library, 169 00:08:37,130 --> 00:08:39,053 choose one and push it down. 170 00:08:40,250 --> 00:08:43,220 The huge power of the NLA editor 171 00:08:43,220 --> 00:08:47,320 is to allow to combine different actions. 172 00:08:47,320 --> 00:08:48,650 As I told you before, 173 00:08:48,650 --> 00:08:53,030 I asked you to think of it as video clips. 174 00:08:53,030 --> 00:08:56,680 So as my first run cycles comes to an end 175 00:08:56,680 --> 00:08:59,740 I should be able to see my idols strip. 176 00:08:59,740 --> 00:09:01,440 But nothing happened. 177 00:09:01,440 --> 00:09:04,680 And this is because of the extrapolation mode 178 00:09:04,680 --> 00:09:07,350 of our first run cycles strip. 179 00:09:07,350 --> 00:09:09,960 As it is set to old forward 180 00:09:09,960 --> 00:09:13,000 when this strip it's N, 181 00:09:13,000 --> 00:09:17,100 it will keep our character in the latest pose 182 00:09:17,100 --> 00:09:19,830 or in the latest read key frame 183 00:09:19,830 --> 00:09:22,040 of the action containing the strip. 184 00:09:22,040 --> 00:09:24,506 This extrapolation is displayed as 185 00:09:24,506 --> 00:09:28,840 low Pacitti yellowish background or grayish background 186 00:09:28,840 --> 00:09:30,910 when the strip is not selected. 187 00:09:30,910 --> 00:09:33,910 Setting the extrapolation mode to nothing 188 00:09:33,910 --> 00:09:36,920 will get rid of the old forward 189 00:09:36,920 --> 00:09:39,330 and idle animation with play. 190 00:09:39,330 --> 00:09:41,840 Sitting the extrapolation mode to hold 191 00:09:41,840 --> 00:09:44,210 will work as the hold forward. 192 00:09:44,210 --> 00:09:47,070 It will extrapolate the latest pose 193 00:09:47,070 --> 00:09:51,060 and it won't allow us to read the idle animation. 194 00:09:51,060 --> 00:09:52,820 The subtle difference is that 195 00:09:52,820 --> 00:09:54,380 if I choose old forward 196 00:09:54,380 --> 00:09:57,610 you can see that the influence of the strip 197 00:09:57,610 --> 00:10:00,200 doesn't occur before it 198 00:10:00,200 --> 00:10:04,140 but while it will override any strip that comes after 199 00:10:04,140 --> 00:10:07,040 and is not on the same NLA track. 200 00:10:07,040 --> 00:10:09,200 It wants to override any strip 201 00:10:09,200 --> 00:10:11,860 that is available prior to heat. 202 00:10:11,860 --> 00:10:14,170 So in the end, it is useful only 203 00:10:14,170 --> 00:10:16,460 if you don't have any strip before. 204 00:10:16,460 --> 00:10:20,379 You can see that my character is in the run cycle pose 205 00:10:20,379 --> 00:10:23,060 while if I choose old forward, 206 00:10:23,060 --> 00:10:24,730 it is in the rest pose 207 00:10:24,730 --> 00:10:27,683 if it has nothing to read prior to this NLA trip. 208 00:10:29,530 --> 00:10:34,140 By default, our blending mode is set to replace. 209 00:10:34,140 --> 00:10:37,850 It means that any strip that has these landing mode 210 00:10:37,850 --> 00:10:42,450 and is super in the NLA track stack, 211 00:10:42,450 --> 00:10:46,210 will replace any other strip on other analytic tracks, 212 00:10:46,210 --> 00:10:48,820 exactly as a video editor will work. 213 00:10:48,820 --> 00:10:52,030 If I set the blending mode to add, 214 00:10:52,030 --> 00:10:55,630 we will get a totally crazy results. 215 00:10:55,630 --> 00:10:59,050 And this is because, in the NLA editor 216 00:10:59,050 --> 00:11:03,240 the blending mode applies to the keyed value. 217 00:11:03,240 --> 00:11:07,130 So in this case, all of our controller 218 00:11:07,130 --> 00:11:11,070 that are all keyed in each action 219 00:11:11,070 --> 00:11:13,610 are added one on top of the other. 220 00:11:13,610 --> 00:11:17,740 So currently, the scaling of one from the first action, 221 00:11:17,740 --> 00:11:21,870 is added by the scaling of one on the second action. 222 00:11:21,870 --> 00:11:24,900 And it's the same for the location and rotation. 223 00:11:24,900 --> 00:11:29,420 This is why we get this crazy Frankenstein transformation 224 00:11:29,420 --> 00:11:31,730 of our squirrel character. 225 00:11:31,730 --> 00:11:33,840 If I switched to substructure, 226 00:11:33,840 --> 00:11:37,010 it will mostly set all the scale to zero. 227 00:11:37,010 --> 00:11:39,600 So our characters will disappear. 228 00:11:39,600 --> 00:11:42,640 And if I use the multiply blending mode, 229 00:11:42,640 --> 00:11:45,060 we won't have any problem with the scaling 230 00:11:45,060 --> 00:11:48,900 but the rotation and location is pretty hard to predict. 231 00:11:48,900 --> 00:11:51,470 So those blending modes are generally used 232 00:11:51,470 --> 00:11:54,020 in very specific cases, 233 00:11:54,020 --> 00:11:56,990 but there is one mode that is super useful 234 00:11:56,990 --> 00:11:58,810 is to combine mode. 235 00:11:58,810 --> 00:12:01,420 If I try to combine the run and the idle 236 00:12:01,420 --> 00:12:03,110 it will still look weird 237 00:12:03,110 --> 00:12:05,500 but let me prepare something for you. 238 00:12:05,500 --> 00:12:07,950 I will push the idle animation away 239 00:12:07,950 --> 00:12:10,500 regroup my boyfriend cycle. 240 00:12:10,500 --> 00:12:12,340 Then unselect the track, 241 00:12:12,340 --> 00:12:15,090 click on the new action 242 00:12:15,090 --> 00:12:18,940 and I will simply move my route boom. 243 00:12:18,940 --> 00:12:23,630 So I will key its location on frame zero and unframed 24. 244 00:12:23,630 --> 00:12:27,920 I will move it by 1.4 meters on the y-axis 245 00:12:27,920 --> 00:12:31,110 as we did, when we were doing the run cycle. 246 00:12:31,110 --> 00:12:32,890 I will then select those keys 247 00:12:32,890 --> 00:12:36,480 make sure that they are into linear interpolation. 248 00:12:36,480 --> 00:12:38,900 And now when I play the animation, 249 00:12:38,900 --> 00:12:41,570 we can see that the motion of the root 250 00:12:41,570 --> 00:12:45,030 is combined with our run cycle. 251 00:12:45,030 --> 00:12:49,813 And if I now put the idle at the end of this strip, 252 00:12:50,850 --> 00:12:54,490 since I will root locomotion strip is on hold, 253 00:12:54,490 --> 00:12:57,130 our squirrel character will stay in place 254 00:12:57,130 --> 00:12:59,550 and we will have a perfect blending 255 00:12:59,550 --> 00:13:03,350 between the run cycle and the idle animation. 256 00:13:03,350 --> 00:13:06,600 So now, just imagine what we could do 257 00:13:06,600 --> 00:13:09,980 if I was to edit the locomotion, 258 00:13:09,980 --> 00:13:11,870 add a bit of rotation, 259 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 269 00:13:40,091 --> 00:13:41,570 are supposed to go, 270 00:13:41,570 --> 00:13:45,360 you want to test different poses different animation. 271 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 275 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. 279 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 281 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 292 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, 303 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. 305 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. 310 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. 312 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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