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Shifting keyframes

From: Nuke 6 New Features

Video: Shifting keyframes

In the Dope Sheet, keyframes can be edited in time but not in value. In other words, it will shift the keyframe positions on the timeline. If you want to edit their values, you still use the Property panel. So let's edit some keyframe from the Transform node. I'll clear the Property bin, which clears it out of the Dope Sheet, go to the Node Graph, open up the Transform node, back to the Dope Sheet, there it is. The first method is to just grab a keyframe and drag it where you want.

Shifting keyframes

In the Dope Sheet, keyframes can be edited in time but not in value. In other words, it will shift the keyframe positions on the timeline. If you want to edit their values, you still use the Property panel. So let's edit some keyframe from the Transform node. I'll clear the Property bin, which clears it out of the Dope Sheet, go to the Node Graph, open up the Transform node, back to the Dope Sheet, there it is. The first method is to just grab a keyframe and drag it where you want.

Okay, I will undo that. Or if you have to select several of them, you can drag the lot, undo that, or select the parameter itself and you can move all of its keyframes together. I will undo that. Remember, with control points in Rotos, we could nudge the control points around with the 10 keypad, same here. I'll select this keyframe here and on the keypad I'll type the number 4 and it'll go left 4, 4, 4 and number 6, right 6, 6, 6.

I'll select couple of points here. And yet another way is the move field down here. If I enter the number 5 and then click Move, it'll jump to the right 5 frames, and I can enter a negative value like -5 then click Move and it'll jump back 5 frames. I'll click over here to deselect to show you you can also edit the X value itself directly. You see the editing cursor when I place my cursor on top of the numbers. Double-click on that and you can type 50, Return, and it'll jump over to the new position.

I will undo that. A very cool feature is that you can sync the Dope Sheet to the Curve Editor. To see that, let's get the Curve Editor here, rip off the tab, and put it up over here in this pane so we can see them both. I'm going to home the Curve Editor. To sync the two together, you have to enable that feature right here by turning on this little lock and it turns red. Now watch what happens when I pan the Dope Sheet or scale the Dope Sheet or re-home it with the F key.

In addition to keeping the navigation synced up, we can also edit control points. I'll select the rotate keyframes, and in the Dope Sheet I'll shift them in time, and in the Curve Editor I'll shift them in time. In the Dope Sheet I'll shrink them, and in the Curve Editor I'll reposition them. So you see it's reciprocal. Whatever you do in one is reflected in the other. I'll undo that and another undo and another undo and another undo. Down below here are the range numbers that show you the frame range that the Dope Sheet covers.

For example, if I zoom in, the frame range I'm covering now is roughly frame 15 to 74. Now if you get zoomed in like this, the playhead might be out of the frame. All you have to do to get it back is click down here on the red line. If you click on the red line, that causes the playhead to jump to wherever you click. Not so up here. I'll re-home the viewers. To insert a control point in the Dope Sheet, just click with an Alt+Command and you'll have inserted a new control point right there.

Now you notice it's a floating point because it happen to land in the cracks between the frames, so I can just pick it up and drag it either left or right to get it back on an even-frame boundary. So the exact same Command as up here in the Curve Editor, Alt+Command+Click on the Curve, and it shows up there, and you can see we have a new one here, and again, to get it on the integer boundary, just drag it left or right and it'll jump to the nearest integer frame. To delete them, just click on them and hit the Backspace key or select it and hit the Delete key; either Backspace or Delete will delete your keyframes.

Okay, let's restore the Curve Editor back way where it belongs by clicking on the tab and dragging it down here. When I see the yellow line I'll let it go. If the tabs are not in the right order, it's very easy to just to grab a tab and drag it over and swap their positions. Okay, now I'd like to show you a special feature that Dope Sheet have that's reserved for Read nodes. I'm going to clear the Property bin, so there is nothing in our Dope Sheet, except Read2, which has been marked as Always display in the Dope Sheet. I'll clean this up by closing the file line.

This button right here tells the Dope Sheet to show all of the Read nodes you have in your Node Graph, in the words, up here would be these two. So I'll back to the Dope Sheet. So if I click on the Show Read Node button, all the Read nodes in the entire flow graph are now listed in the Dope Sheet all the time. Of course now we can use the Dope Sheet to either slip-sync on a clip or set in and out points. To show you that I'm going to go over to the Node Graph and disable the Transform and Roto nodes so we can see our Numbers clip very clearly.

We'll go back to the to the Dope Sheet. I can click on the Read1 clip and shift it left and right, and you can see the timing changing up there in the viewer. I'll put that back and undo that. I can also adjust the in and out points. I'll double-click on the Read1 node to open up its Property panel up here so you can watch the in and out points right here. As I shift the first frame value in the Dope Sheet, you can see it's being changed to the Property panel. Or I can go up to the Property panel and change the out point and it's reflected in the Dope Sheet.

If I shift the timing, you see that value is reflected right here in the Frame Offset. I'll put that back to 0. So you can edit this from either this Property panel or down here in the Dope Sheet. The Dope Sheet provides an intuitive and visual method for shifting keyframe timing. The ability to slip sync your clips, as well as to shift the keyframes of your rotos and animation, makes adjusting the timing of your composites much faster and easier.

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This video is part of

Image for Nuke 6 New Features
Nuke 6 New Features

59 video lessons · 5936 viewers

Steve Wright
Author

 
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  1. 7m 45s
    1. Welcome
      1m 56s
    2. What is NukeX?
      5m 0s
    3. Using the exercise files
      49s
  2. 1h 11m
    1. Learning the interface
      5m 15s
    2. Drawing shapes
      1m 41s
    3. Editing shapes
      5m 1s
    4. Keyframe animation
      6m 4s
    5. Property panel tabs
      7m 8s
    6. The shape list
      4m 26s
    7. Output settings
      1m 11s
    8. Workflow examples
      5m 33s
    9. Creating garbage mattes
      4m 55s
    10. Drawing strokes
      4m 16s
    11. Editing strokes
      4m 30s
    12. The Clone tool
      1m 37s
    13. Editing the Clone tool
      2m 54s
    14. The Reveal tool
      9m 2s
    15. The Blur tool
      2m 21s
    16. The output mask
      2m 57s
    17. The Dodge tool
      2m 32s
  3. 27m 38s
    1. Basic compositing
      3m 51s
    2. Using the Screen controls
      2m 50s
    3. Using the Screen Matte controls
      3m 37s
    4. The Crop feature
      2m 28s
    5. Holdout and garbage mattes
      2m 19s
    6. The Tuning controls
      1m 58s
    7. The Bias controls
      2m 37s
    8. Screen replacement
      2m 15s
    9. Multipass keying
      4m 37s
    10. Color-correcting the foreground
      1m 6s
  4. 17m 8s
    1. Basic setup
      3m 24s
    2. The Ultimatte workflow
      5m 18s
    3. Using the matte tools
      4m 16s
    4. Spill suppression
      4m 10s
  5. 28m 8s
    1. Overview
      2m 42s
    2. Pre-processing the greenscreen
      3m 25s
    3. Creating specialized keys
      7m 14s
    4. The preliminary composite
      6m 14s
    5. Creating supplemental keys
      6m 22s
    6. Alternative workflows
      2m 11s
  6. 24m 39s
    1. Editing control points
      4m 49s
    2. Editing the warp grid
      2m 52s
    3. Keyframe animation
      4m 42s
    4. Morphing
      10m 7s
    5. Additional tabs
      2m 9s
  7. 33m 20s
    1. Drawing splines
      6m 3s
    2. Drawing open splines
      2m 0s
    3. Limiting the warp
      7m 1s
    4. Warping to a target image
      5m 54s
    5. Morphing
      8m 1s
    6. The correspondence points
      4m 21s
  8. 9m 3s
    1. The MotionBlur2D node
      5m 55s
    2. Using the VectorBlur node
      3m 8s
  9. 10m 29s
    1. The ZBlur node
      6m 33s
    2. Image-based blurs
      3m 56s
  10. 11m 13s
    1. Navigating the Dope Sheet
      5m 17s
    2. Shifting keyframes
      5m 56s
  11. 5m 22s
    1. Making a group
      2m 50s
    2. Making a gizmo
      2m 32s

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