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These are the user uploaded subtitles that are being translated: 1 00:00:00,130 --> 00:00:01,560 - [Instructor] Before we go further 2 00:00:01,560 --> 00:00:03,690 and talk about the dope sheet, 3 00:00:03,690 --> 00:00:06,990 we need to talk a bit about Blender's data. 4 00:00:06,990 --> 00:00:08,840 If you're beginning with Blender, 5 00:00:08,840 --> 00:00:12,140 the most common data you are manipulating 6 00:00:12,140 --> 00:00:14,340 is the material of an object. 7 00:00:14,340 --> 00:00:16,270 You may have watched tutorial 8 00:00:16,270 --> 00:00:18,010 where you create a material 9 00:00:18,010 --> 00:00:20,620 and then you share it on multiple object. 10 00:00:20,620 --> 00:00:23,190 For example, we can see this blue material applied 11 00:00:23,190 --> 00:00:24,210 to the Suzanne head. 12 00:00:24,210 --> 00:00:25,650 If I select the cube, 13 00:00:25,650 --> 00:00:27,550 I can go into the library 14 00:00:27,550 --> 00:00:30,420 and apply to it the blue material too. 15 00:00:30,420 --> 00:00:33,610 Both object are now sharing the same material 16 00:00:33,610 --> 00:00:36,660 or sharing the same material data. 17 00:00:36,660 --> 00:00:38,010 With my cube selected, 18 00:00:38,010 --> 00:00:40,550 if I apply again the blue material, 19 00:00:40,550 --> 00:00:43,740 I will see the number two appearing next 20 00:00:43,740 --> 00:00:45,230 to the material name. 21 00:00:45,230 --> 00:00:47,830 This number indicate how many object 22 00:00:47,830 --> 00:00:51,970 or users are currently using this blue material 23 00:00:51,970 --> 00:00:54,470 and it's current two, the monkey head 24 00:00:54,470 --> 00:00:55,350 and the cube. 25 00:00:55,350 --> 00:00:58,860 It means that if I change the color of this material, 26 00:00:58,860 --> 00:01:01,320 it will be changing on both object 27 00:01:01,320 --> 00:01:04,220 because it's the same data that they are sharing. 28 00:01:04,220 --> 00:01:08,340 So as explained in the very first video of this chapter, 29 00:01:08,340 --> 00:01:10,340 objects are just containers 30 00:01:10,340 --> 00:01:12,310 and if I go to the mesh data, 31 00:01:12,310 --> 00:01:15,300 I will also find a data library 32 00:01:15,300 --> 00:01:18,900 that will allow me to source any other mesh data 33 00:01:18,900 --> 00:01:20,343 from any other object. 34 00:01:20,343 --> 00:01:22,170 With the cube selected, 35 00:01:22,170 --> 00:01:25,000 if I select the sphere mesh data, 36 00:01:25,000 --> 00:01:27,870 my cube will be transformed into a sphere 37 00:01:27,870 --> 00:01:29,830 and Blender indicates us 38 00:01:29,830 --> 00:01:33,290 that there are two objects using those mesh data. 39 00:01:33,290 --> 00:01:35,470 We have also seen that the object 40 00:01:35,470 --> 00:01:38,470 has changed color because the material 41 00:01:38,470 --> 00:01:40,780 is bound to the vertices. 42 00:01:40,780 --> 00:01:42,650 By loading new mesh data, 43 00:01:42,650 --> 00:01:46,220 we have also sourced the material data linked to it. 44 00:01:46,220 --> 00:01:50,200 If we now go back to our bouncing ball animation, 45 00:01:50,200 --> 00:01:51,830 with the graph editor open, 46 00:01:51,830 --> 00:01:53,670 I can see that I'm working on the ball 47 00:01:53,670 --> 00:01:57,600 but just under, we have the SphereAction.002 48 00:01:57,600 --> 00:01:59,470 that we haven't talked about. 49 00:01:59,470 --> 00:02:02,810 And when we look at at our graph editor hierarchy, 50 00:02:02,810 --> 00:02:05,930 we can see our mesh object, the ball. 51 00:02:05,930 --> 00:02:09,950 The SphereAction.002 is bound to the ball 52 00:02:09,950 --> 00:02:13,160 and all the transformed channel keyframes 53 00:02:13,160 --> 00:02:15,790 are bound to this SphereAction. 54 00:02:15,790 --> 00:02:17,630 Instead of the graph editor, 55 00:02:17,630 --> 00:02:19,680 let's open the dope sheet. 56 00:02:19,680 --> 00:02:22,840 Let's consider the dope sheet as being like the timeline. 57 00:02:22,840 --> 00:02:25,693 All the shortcuts and features we have seen 58 00:02:25,693 --> 00:02:29,090 with the timeline works within the dope sheet. 59 00:02:29,090 --> 00:02:31,240 We can see our mesh object 60 00:02:31,240 --> 00:02:33,760 and the action in the hierarchy. 61 00:02:33,760 --> 00:02:36,500 If I now enable the collection cone, 62 00:02:36,500 --> 00:02:38,940 and I start animating the location 63 00:02:38,940 --> 00:02:42,030 of the cone by inserting a couple of keyframe, 64 00:02:42,030 --> 00:02:44,770 a new hierarchy appear in the dope sheet. 65 00:02:44,770 --> 00:02:46,880 We can find our cone object 66 00:02:46,880 --> 00:02:49,573 with a new action called coneAction. 67 00:02:50,789 --> 00:02:53,847 As soon as you insert a keyframe on an object 68 00:02:53,847 --> 00:02:56,330 that hasn't been animated yet, 69 00:02:56,330 --> 00:02:59,500 it will automatically create a new action. 70 00:02:59,500 --> 00:03:03,100 This action are the name of the container 71 00:03:03,100 --> 00:03:05,330 that contain animation data 72 00:03:06,170 --> 00:03:07,670 and the dope sheet is an overview 73 00:03:07,670 --> 00:03:09,910 of all the animation data 74 00:03:09,910 --> 00:03:12,043 that are being used in our scene. 75 00:03:12,043 --> 00:03:13,870 Here we can see which container 76 00:03:13,870 --> 00:03:16,340 is using the animation data 77 00:03:16,340 --> 00:03:18,100 and what action is being used 78 00:03:18,100 --> 00:03:22,210 but now what if I want to edit those animation data? 79 00:03:22,210 --> 00:03:25,430 We can access them through the action editor. 80 00:03:25,430 --> 00:03:27,020 With the action editor, 81 00:03:27,020 --> 00:03:31,110 we will be able to work on a specific action at a time. 82 00:03:31,110 --> 00:03:33,280 With the cone selected, I can see 83 00:03:33,280 --> 00:03:35,570 that I'm working on the cone action 84 00:03:35,570 --> 00:03:38,230 and as for any other kind of data, 85 00:03:38,230 --> 00:03:40,700 if I click the action icon, 86 00:03:40,700 --> 00:03:43,580 I will access our action library. 87 00:03:43,580 --> 00:03:45,210 So it means that as for material 88 00:03:45,210 --> 00:03:47,460 or any kind of data, 89 00:03:47,460 --> 00:03:51,120 I can share this animation to any other object. 90 00:03:51,120 --> 00:03:53,570 So I will select my SphereAction.002, 91 00:03:53,570 --> 00:03:55,450 rename it bouncing ball 92 00:03:55,450 --> 00:03:57,980 and when I play the animation, 93 00:03:57,980 --> 00:04:01,300 I can see that now my cone is moving 94 00:04:01,300 --> 00:04:03,030 as our bouncing ball. 95 00:04:03,030 --> 00:04:04,630 And near the action name, 96 00:04:04,630 --> 00:04:07,210 I can see that I have two users 97 00:04:07,210 --> 00:04:09,070 of the bouncing ball animation. 98 00:04:09,070 --> 00:04:13,460 So I can share this animation on as many object as I want. 99 00:04:13,460 --> 00:04:15,680 I can give it to Suzanne here 100 00:04:15,680 --> 00:04:17,880 and now we can see that we have three users 101 00:04:17,880 --> 00:04:19,830 and when I play the animation, 102 00:04:19,830 --> 00:04:22,450 our Suzanne monkey head will move 103 00:04:22,450 --> 00:04:24,100 as the bouncing ball too. 104 00:04:24,100 --> 00:04:26,160 Since I've given the bouncing ball animation 105 00:04:26,160 --> 00:04:27,450 to all my object, 106 00:04:27,450 --> 00:04:28,991 the point action, for example, 107 00:04:28,991 --> 00:04:30,950 has no more users. 108 00:04:30,950 --> 00:04:33,330 And if I brought my action library, 109 00:04:33,330 --> 00:04:37,020 I will see this little zero in front of the coneAction 110 00:04:37,020 --> 00:04:39,400 and you have to be very careful with that 111 00:04:39,400 --> 00:04:41,800 because whenever you have any kind of data 112 00:04:41,800 --> 00:04:44,860 that has a zero in front of its name, 113 00:04:44,860 --> 00:04:46,850 then they will get rid of this data 114 00:04:46,850 --> 00:04:48,700 as soon as you close the software. 115 00:04:48,700 --> 00:04:52,530 So if I revert my scene, now reopen it if you will, 116 00:04:52,530 --> 00:04:56,790 the coneAction marked with a zero has disappeared 117 00:04:56,790 --> 00:04:58,940 and I've lost this animation. 118 00:04:58,940 --> 00:05:00,940 To avoid losing an animation, 119 00:05:00,940 --> 00:05:03,340 you can click the little shield icon 120 00:05:03,340 --> 00:05:05,910 that will create a new fake user. 121 00:05:05,910 --> 00:05:08,080 Whether the data is used or not, 122 00:05:08,080 --> 00:05:11,495 then I won't flush it on restart. 123 00:05:11,495 --> 00:05:14,260 As we have seen before with the materials, 124 00:05:14,260 --> 00:05:18,170 as soon as a data or an action is shared, 125 00:05:18,170 --> 00:05:20,870 editing it on one of the object 126 00:05:20,870 --> 00:05:23,720 will affect any other container 127 00:05:23,720 --> 00:05:25,740 that is using the same action. 128 00:05:25,740 --> 00:05:28,460 If you want to duplicate the current action, 129 00:05:28,460 --> 00:05:31,320 you can click the number next to it's name. 130 00:05:31,320 --> 00:05:33,270 This become a new action 131 00:05:33,270 --> 00:05:36,270 or a new data that you can edit freely 132 00:05:36,270 --> 00:05:39,650 and you can see that there is not more multiple users 133 00:05:39,650 --> 00:05:40,483 on this one. 134 00:05:40,483 --> 00:05:42,640 And this new duplicated action 135 00:05:42,640 --> 00:05:45,660 has been added to the action library. 136 00:05:45,660 --> 00:05:48,410 To definitely get rid of an action, 137 00:05:48,410 --> 00:05:51,090 Shift + click the cross icon. 138 00:05:51,090 --> 00:05:54,200 When reverting the file or reloading Blender, 139 00:05:54,200 --> 00:05:57,890 the animation data or the action will be removed. 140 00:05:57,890 --> 00:05:58,900 If you're starting fresh 141 00:05:58,900 --> 00:06:01,000 and your object is not animating, 142 00:06:01,000 --> 00:06:04,440 you can press the New button to create a new action. 143 00:06:04,440 --> 00:06:06,790 I will insert a couple of keyframe 144 00:06:06,790 --> 00:06:08,360 to illustrate one thing. 145 00:06:08,360 --> 00:06:11,240 When you get this orange continuous line 146 00:06:11,240 --> 00:06:13,020 between two frames, 147 00:06:13,020 --> 00:06:16,160 it means that the value is not changing. 148 00:06:16,160 --> 00:06:20,210 As soon as I enter a value on one of the transform channel, 149 00:06:20,210 --> 00:06:23,610 we can see that now there is no more this orange line 150 00:06:23,610 --> 00:06:25,340 on the z location channel. 151 00:06:25,340 --> 00:06:28,810 Switching to constant or linear interpolation 152 00:06:28,810 --> 00:06:32,940 will create a green line between the different keyframes. 153 00:06:32,940 --> 00:06:34,480 So it basically tells you 154 00:06:34,480 --> 00:06:37,730 that you are not choosing Bezier interpolation. 155 00:06:37,730 --> 00:06:40,820 Changing the handle type of your keyframe 156 00:06:40,820 --> 00:06:44,380 will be also displayed in the action editor. 157 00:06:44,380 --> 00:06:47,980 You will see the shape of the key currently changing. 158 00:06:47,980 --> 00:06:51,340 The action editor will become our main editor 159 00:06:51,340 --> 00:06:53,510 when it comes to animation 160 00:06:53,510 --> 00:06:56,120 before we jump into the graph editor. 161 00:06:56,120 --> 00:06:59,570 To summarize, we have see that the dope sheet shows us 162 00:06:59,570 --> 00:07:02,070 all the current actions that are being used 163 00:07:02,070 --> 00:07:04,090 in our Blender scene, 164 00:07:04,090 --> 00:07:06,510 while the action editor allow us 165 00:07:06,510 --> 00:07:08,620 to edit one action at a time. 166 00:07:08,620 --> 00:07:11,010 Action is the name of the container 167 00:07:11,010 --> 00:07:15,940 for our motion or animation data and as any other data, 168 00:07:15,940 --> 00:07:19,363 an action can be shared by different object. 12688

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