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- [Instructor] Before we go further
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and talk about the dope sheet,
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we need to talk a bit
about Blender's data.
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If you're beginning with Blender,
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the most common data you are manipulating
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is the material of an object.
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You may have watched tutorial
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where you create a material
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and then you share it on multiple object.
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For example, we can see
this blue material applied
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to the Suzanne head.
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If I select the cube,
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I can go into the library
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and apply to it the blue material too.
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Both object are now
sharing the same material
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or sharing the same material data.
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With my cube selected,
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if I apply again the blue material,
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I will see the number two appearing next
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to the material name.
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This number indicate how many object
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or users are currently
using this blue material
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and it's current two, the monkey head
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and the cube.
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It means that if I change
the color of this material,
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it will be changing on both object
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because it's the same data
that they are sharing.
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So as explained in the very
first video of this chapter,
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objects are just containers
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and if I go to the mesh data,
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I will also find a data library
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that will allow me to
source any other mesh data
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from any other object.
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With the cube selected,
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if I select the sphere mesh data,
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my cube will be transformed into a sphere
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and Blender indicates us
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that there are two objects
using those mesh data.
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We have also seen that the object
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has changed color because the material
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is bound to the vertices.
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By loading new mesh data,
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we have also sourced the
material data linked to it.
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If we now go back to our
bouncing ball animation,
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with the graph editor open,
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I can see that I'm working on the ball
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but just under, we have
the SphereAction.002
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that we haven't talked about.
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And when we look at at our
graph editor hierarchy,
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we can see our mesh object, the ball.
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The SphereAction.002 is bound to the ball
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and all the transformed channel keyframes
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are bound to this SphereAction.
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Instead of the graph editor,
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let's open the dope sheet.
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Let's consider the dope sheet
as being like the timeline.
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All the shortcuts and
features we have seen
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with the timeline works
within the dope sheet.
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We can see our mesh object
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and the action in the hierarchy.
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If I now enable the collection cone,
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and I start animating the location
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of the cone by inserting
a couple of keyframe,
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a new hierarchy appear in the dope sheet.
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We can find our cone object
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with a new action called coneAction.
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As soon as you insert
a keyframe on an object
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that hasn't been animated yet,
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it will automatically create a new action.
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This action are the name of the container
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that contain animation data
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and the dope sheet is an overview
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of all the animation data
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that are being used in our scene.
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Here we can see which container
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is using the animation data
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and what action is being used
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but now what if I want to
edit those animation data?
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We can access them
through the action editor.
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With the action editor,
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we will be able to work on
a specific action at a time.
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With the cone selected, I can see
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that I'm working on the cone action
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and as for any other kind of data,
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if I click the action icon,
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I will access our action library.
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So it means that as for material
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or any kind of data,
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I can share this animation
to any other object.
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So I will select my SphereAction.002,
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rename it bouncing ball
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and when I play the animation,
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I can see that now my cone is moving
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as our bouncing ball.
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And near the action name,
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I can see that I have two users
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of the bouncing ball animation.
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So I can share this animation
on as many object as I want.
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I can give it to Suzanne here
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and now we can see that
we have three users
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and when I play the animation,
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our Suzanne monkey head will move
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as the bouncing ball too.
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Since I've given the
bouncing ball animation
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to all my object,
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the point action, for example,
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has no more users.
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And if I brought my action library,
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I will see this little zero
in front of the coneAction
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and you have to be very careful with that
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because whenever you have any kind of data
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that has a zero in front of its name,
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then they will get rid of this data
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as soon as you close the software.
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So if I revert my scene,
now reopen it if you will,
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the coneAction marked with
a zero has disappeared
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and I've lost this animation.
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To avoid losing an animation,
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you can click the little shield icon
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that will create a new fake user.
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Whether the data is used or not,
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then I won't flush it on restart.
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As we have seen before with the materials,
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as soon as a data or an action is shared,
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editing it on one of the object
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will affect any other container
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that is using the same action.
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If you want to duplicate
the current action,
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you can click the number
next to it's name.
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This become a new action
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or a new data that you can edit freely
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and you can see that there
is not more multiple users
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on this one.
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And this new duplicated action
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has been added to the action library.
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To definitely get rid of an action,
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Shift + click the cross icon.
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When reverting the file
or reloading Blender,
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the animation data or the
action will be removed.
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If you're starting fresh
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and your object is not animating,
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you can press the New button
to create a new action.
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I will insert a couple of keyframe
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to illustrate one thing.
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When you get this orange continuous line
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between two frames,
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it means that the value is not changing.
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As soon as I enter a value on
one of the transform channel,
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we can see that now there
is no more this orange line
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on the z location channel.
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Switching to constant
or linear interpolation
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will create a green line
between the different keyframes.
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So it basically tells you
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that you are not choosing
Bezier interpolation.
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Changing the handle type of your keyframe
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will be also displayed
in the action editor.
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You will see the shape of
the key currently changing.
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The action editor will
become our main editor
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when it comes to animation
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before we jump into the graph editor.
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To summarize, we have see
that the dope sheet shows us
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all the current actions
that are being used
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in our Blender scene,
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while the action editor allow us
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to edit one action at a time.
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Action is the name of the container
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for our motion or animation
data and as any other data,
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an action can be shared
by different object.
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