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mocha 2.6 Essential Training
Illustration by John Hersey

Discovering the timeline controls


From:

mocha 2.6 Essential Training

with Steve Wright

Video: Discovering the timeline controls

When doing keyframe animation, you need to make extensive use of the timeline controls. I've restarted mocha. So let's reload the Lantern Boy clip again. We can go up to the File and select New Project or click on the New Project icon here. We get the New Project folder again. We'll say Choose. Browse to where you keep your Exercise Files, select Lesson_01, the Lantern Boy and click on any one frame in the stack. We'll say Open, then click OK.
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  1. 5m 23s
    1. Welcome
      1m 40s
    2. Getting to know the user interface
      3m 43s
  2. 1h 7m
    1. Drawing X-splines
      8m 2s
    2. Drawing B-splines
      5m 4s
    3. Editing splines
      3m 52s
    4. Keyframing splines
      6m 33s
    5. Discovering the timeline controls
      5m 52s
    6. Walking through the New Project window
      4m 23s
    7. Working with interlaced clips
      8m 19s
    8. Setting the color space
      4m 46s
    9. Defining mocha preferences
      3m 46s
    10. Walking through the Layer Control panel
      3m 22s
    11. Walking through the Layer Properties panel
      3m 29s
    12. Viewing mattes
      3m 41s
    13. Walking through the Edge Properties panel
      6m 24s
  3. 1h 8m
    1. A planar tracking demo
      6m 36s
    2. Setting motion options
      13m 12s
    3. Adjusting the tracking spline
      8m 51s
    4. Tracking awkward surfaces
      6m 3s
    5. Understanding the planar grid
      6m 50s
    6. Dealing with lens distortion
      7m 43s
    7. An AdjustTrack demo
      5m 49s
    8. Keyframing the AdjustTrack
      7m 48s
    9. Offsetting reference points
      5m 49s
  4. 1h 8m
    1. Strategizing shape distribution
      11m 21s
    2. Working with large areas
      2m 44s
    3. Selecting a start frame
      10m 38s
    4. Replacing a shape
      2m 54s
    5. Keyframing: Bifurcation
      4m 38s
    6. Keyframing: Straight ahead
      5m 17s
    7. Keyframing: Extremes
      9m 22s
    8. Keyframing: Maximum digression
      6m 45s
    9. Converting to stereo
      2m 54s
    10. Inspecting your rotos
      4m 43s
    11. Rendering mattes
      4m 45s
    12. Exporting shapes
      2m 54s
  5. 1h 30m
    1. Moving the camera with parallax
      5m 30s
    2. Moving the camera without parallax
      3m 58s
    3. Using multiple splines in a layer
      7m 23s
    4. Subtracting shapes
      7m 6s
    5. Stabilizing the viewer
      5m 46s
    6. Keyframing during tracking
      7m 24s
    7. Unlinking the tracker
      5m 8s
    8. Tracking manually
      12m 35s
    9. Defining corner pinning
      5m 4s
    10. Going further into the Track tab
      6m 53s
    11. Utilizing the more advanced AdjustTrack features
      8m 40s
    12. Working with the Stabilize tab
      6m 11s
    13. Exporting track data
      8m 53s

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mocha 2.6 Essential Training
5h 1m Beginner Sep 30, 2011

Viewers: in countries Watching now:

mocha has always been very popular as a tracking tool, but with the rising interest in stereo 3D conversion, its rotoscoping capabilities have become a favorite player in that pipeline and sales have soared. In this course, Steve Wright covers the basics of operating mocha, as well as advanced tracking and rotoscoping techniques. The course also covers the mocha/Nuke stereo 3D production pipeline in detail.

Topics include:
  • Understanding mocha preferences
  • Drawing and editing splines
  • Creating grids for tracking awkward surfaces
  • Keyframing techniques for advanced rotoscoping
  • Making stereo 3D conversions
  • Stabilizing techniques for advanced tracking
Subjects:
3D + Animation Video Visual Effects
Software:
mocha
Author:
Steve Wright

Discovering the timeline controls

When doing keyframe animation, you need to make extensive use of the timeline controls. I've restarted mocha. So let's reload the Lantern Boy clip again. We can go up to the File and select New Project or click on the New Project icon here. We get the New Project folder again. We'll say Choose. Browse to where you keep your Exercise Files, select Lesson_01, the Lantern Boy and click on any one frame in the stack. We'll say Open, then click OK.

Now, if you've already saved the script, you're going to get this message here. We don't have any work we're trying to preserve, so we'll just overwrite it by clicking Yes. We'll be seeing how to create New Projects and save and load them in the very next video. All right! The Timeline controls, the Timeline is down here of course. Here are the playhead controls; Play Forward, Stop, Play Backwards, Stop, Single Frame Forward, Single Frame Backward, Jump to the beginning of the clip, and Jump to the end of the clip.

There is also a keyboard shortcut for the beginning and the end. You can type Shift+Q and the playhead jumps to the beginning or Shift+W and the playhead jumps to the end. This button is the loop control. By default, the loop control is set to ping-pong. You can set it to loop where it will just continually go from the beginning to the end and start back at the beginning, or set it to play once and stop. You're going to want to leave it on ping-pong most of the time.

You can also navigate the Timeline by, of course, dragging the playhead with the cursor. You can also roll the thumbwheel and the keyboard shortcut, left and right-arrows for previous and next frames. Now, you can also set in and out points on the Timeline. Sometimes you want to work on just a short range of frames. That's these little red guys right here on the end. We can drag these in and drop them off where we want, go get the out point, click-and-drag them in and drop them off.

Now the clip will just loop between those two points. I'll stop that. You can also set the in and out points by typing in the numbers. For example, if I want the in point to be on frame 5, and then I hit Tab, the in point jumps to 5 and I can set the out point to 20, and hit the Tab key. A third way you can do it is move the playhead to any frame, and then click on this button right here and the in point will jump to where the playhead is. Then, we can move the playhead down here and click on this button here and the out point will jump to where the playhead is and now we've got our in and out points set.

There are also some keyboard shortcuts. You can move the playhead down here and type Shift+I to move the in point, there it is! And move the playhead over here, Shift+ O to set the out point, and there it is! To reset the in and out points back to the beginning and the end of the clip, this button right here will set the in point to the start of the clip and this button, the out point to the start of the clip. This field right here represents the current frame number. You can see it changes as I move the playhead.

And if you want to be on a particular frame, you can type that frame number in here, and hit Tab. You can also choose a short section of the Timeline to zoom into by setting an in point, and then an out point, and then click on this button right here, and the Timeline will expand to stretch the in and out points to the full width of the Timeline. You're still playing just the short piece of the timeline. This button here will set the Timeline back to the full range.

I'll set the in point back to the beginning of the clip and the out point back to the end of the clip. Over here are the Tracker Controls. We'll be taking a close look at those when we learn about tracking in Lesson 2. Over here are the keyframe controls. Now, we've already seen the Auto key and the Uber key, so let's take a look at these other keyframe controls. For that, we're going to need some keyframes. I'll jump to the beginning of the shot by clicking this button here or by typing Shift+Q, or if I want to go to the out point, I can do Shift+W.

So we'll go back to the in point with Shift+Q, select an x spline and I'm just going to draw a real quick and dirty spline here, so we've got something to keyframe. I'll select all the control points in that spline and we have the keyframe indicator right there. Move the playhead forward, drag the shape, add another keyframe, move the playhead, reposition the shape, keyframe, and one more here, and one at the end of the shot. These buttons here, this one is the jump to the previous keyframe and this is jump to the next keyframe.

Of course we have keyboard shortcuts; the down-arrow will go to the previous and the up-arrow will go to the next keyframes. If we want to insert a keyframe, position the playhead where you want to go and select the Insert Keyframe button here, and we've added a keyframe right there. To delete a keyframe, put the playhead on the keyframe in question, and click the Keyframe Delete button and the keyframe is deleted. If you want to delete all the keyframes, that's this button right here, we'll click that.

And, of course, just to make sure you're serious, you'll get this little warning [00:05:36.66 message from mocha and you say, Yes, I wish to delete all my shape keyframes. You want to keep a printout of the keyboard shortcuts PDF file handy, and memorize the Timeline shortcuts as soon as you can. That will really speed up your keyframing workflow.

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