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In the last clip,
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I mentioned any node with its parameters open would appear in the Dope Sheet.
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We also took a look at the node property called Dope Sheet,
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visible here, and how it will make our node appear in the Dope Sheet,
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even if we don't have the Properties panel open.
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I just wanted to take a quick second to tell you that there's a hotkey for this.
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If you hit Alt+D on the keyboard with a node selected,
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it's going to check this box for you.
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So, if I select this and go to the node,
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and hit Alt+D on the keyboard, you'll see that the Dope Sheet checks on and off.
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It's just a simple toggle,
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and you don't even have to have the attribute for that specific node open.
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If I go to the Dope Sheet, I have just this Retime open.
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I go to the Node graph, I'm on the CameraShake,
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I hit Alt+D, and the CameraShake will now appear in the Dope Sheet.
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So I can hit this Shuffle, hit this Transform,
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hit this Merge, I'm hitting Alt+D with all of these selected,
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and they're going to show up here on the Dope Sheet.
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That's just a quick,
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simple trick that I use that lets me avoid using the Properties
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panel when I'm looking to use the Dope Sheet.
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Another thing I'd like to show you when we're in here on the Dope
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Sheet is how to get audio to be viewable down here in the Dope
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Sheet so that you can match your clips to audio tracks that you
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might be using in production.
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So let's load an audio track by going to the Node Graph,
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and you can load up an audio track either by grabbing a Read
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Node or by grabbing an AudioRead Node.
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Both of these nodes will bring in audio.
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Just to keep things tight, I'll load up an AudioRead Node.
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Here's an AudioRead Node, and I'm going to navigate to my file,
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so now I have Audio loaded.
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If I go to the Dope Sheet, you don't see anything here,
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but you can right-click over here in the Hierarchy panel,
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go to View, Audio, Draw Style, and click on Below.
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It's going to show your audio track down here.
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Now if we want to play this audio back and I move to the
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beginning to the timeline and hit play, we won't hear any of our audio.
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That's because this audio needs to be flip booked before it can be played.
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But before we do that, let me show you something with these two timelines.
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If I have this button selected, the synchronize button,
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these two different windows should line up.
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Right now, they're from a 0 to a 200 frame range,
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and if I change this frame range from 1 to 100,
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to line these things up, you'll notice that your top line moves,
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but your bottom line doesn't move, and that's a problem.
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So what you can do is you can just right-click,
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turn this audio off, right-click, turn this audio back on,
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and it will reformat to be the frame range that you have set above.
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That's just a little glitch that I found in NUKE that you
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might come across from time to time.
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So to hear this audio when you're done working,
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you can just flipbook this animation, and if I move this off to the side here,
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and click on this button,
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this is a flipbook and we'll get into that a little later,
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but down here in the audio settings, just pick your AudioRead Node and hit OK,
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and it's going to compile a little flipbook for you to take a look at.
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This is an audio file.
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So you see that we have our animation now with our
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audio when we hit the flipbook button.
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So let's jump back to the Node Graph for a second,
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and there's one last thing I'd like to show you about the Dope Sheet,
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and that's when it displays for you double Transforms.
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You'll see here that I have a Transform if I view this,
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we just have our normal animation of an earth zooming into camera,
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and I've time offset that by 10 frames.
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So what we're looking at here is the same animation offset by 10 frames,
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and I'm laying the offset animation on top of the original animation.
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You can now see the two earths here.
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So you'll notice that there's a little jag with the two animations.
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So,
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when you have this primary data flowing into two different
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nodes and then coming back together, if we go to the Dope Sheet,
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you'll notice that we see the same Transform listed twice,
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and I just wanted you to see this because it happens from
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time to time and it can be confusing.
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So what we have represented here is that TimeOffset Node.
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I'm going to pull this Node Graph off so we can look at it at the same time.
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We've got this TimeOffset Node represented here and it's
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showing us that it's manipulating the Transform here and
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manipulating the Transform here.
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So, if I go here and I change the values of the keyframes on the Transform,
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just know that it's going to influence both sets of data,
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and that's okay because it's the same primary data
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being used two different ways, and that's what it's trying to show you here.
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So that just gets a little funky sometimes.
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In the next clip,
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we'll take a look at manipulating these keyframes a little more.
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We'll look at copying and pasting, and absolute versus relative transforms,
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and deleting and adding keyframes.
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