The timeline shows what frame of the shot you're working on and has many features to help manage large jobs. I'm using the same Nuke script here as in the previous video. You can click and drag the play head or just click on a spot and the play head will jump to it. Over here is the current frame number window, and it reports whatever frame the play head is on, but it has another useful feature. You can type in a play number, and the play head will jump to it. Now, that might seem a little bit trite until you work on a 1,500 frame shot, then you'll find it very difficult to drag the play head to the frame you want, but all you got to do is type it in and off you go.
We can also zoom in on the timeline with Alt+middle mouse, drag right and left. You can also select a specific frame range and have the timeline snap to it by using Cmd or Ctrl+middle mouse, click and drag. And now frame 15 to 25 is in the timeline. Using the Alt+left mouse button, you can pan the timeline. And if you want to re-home it, make sure the cursor is on the timeline. Just click the middle mouse button.
Here's the frame increment window. Every time I click on the right arrows, it'll jump ten frames or back ten frames, but you can change that to anything you want, such as two. Now, it's going to jump two frames each. This can be very handy if you're rotoscoping on twos, for example. You can also set in and out points from the timeline. These little orange triangles here, this is the in point and over on this end, that's the out point. Position the play head in the middle of the range you want your in and out point. Move the cursor to the left of the play head and Cmd+click and the in point will jump to your cursor.
Move the cursor to the other side of the play head, Cmd+click, and the out point will jump to where your cursor is. You can also type the numbers in here if you wish. And if you want to turn it off, just click on this button here. And of course it will remember your in and out points, so you can turn them on and off as many times as you wish. You might have noticed the green line down here on the timeline. This is marking which frames have been cached. So right now this frame is cached, and if I single frame with the arrow key right arrow, I'm caching those frames. If I play, it's going to cache all of them.
If you'd like to clear the cache come up to the Cache drop-down menu on the Menu Bar and select Clear Playback Cache. The green line goes away and the cache is gone. Nuke's sophisticated timeline gives you a great deal of control over the playback of your shots, and is an important diagnostic as well. However, to find out where the first and last frame of the timeline is set, we'll have to look to the project settings in the next video.
Author
Updated
10/4/2016Released
5/20/2014This course was created by Steve Wright. We're honored to host this training in our library.
- Navigating the timeline, nodes, and Curve Editor
- Working with channels
- Merging images
- Color correcting
- Transforming and reformatting images
- Rotoscoping
- Keying and compositing
- Warping and morphing footage
- Compositing in 3D
Skill Level Beginner
Duration
Views
Q: This course was updated on 05/01/2015. What changed?
A: The author added a "Nuke 9 New Features" chapter, which covers what's new in Nuke 9.
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1. Introduction
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Welcome4m 12s
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Nuke 10 Viewer update5m 1s
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2. User Interface
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The user interface5m 28s
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Using the viewer9m 2s
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Playback controls2m 34s
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The timeline3m 16s
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Project settings4m 24s
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Working with nodes5m 40s
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Using property panels4m 49s
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Adjusting node parameters8m 44s
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Keyframe animation3m 44s
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Using the Dope Sheet3m 6s
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Navigating the Curve Editor3m 34s
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Editing animation curves4m 23s
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3. Working with Channels
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Creating new channels5m 34s
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The Shuffle node4m 57s
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The Copy node5m 53s
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4. Merging Images
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The Merge node5m 39s
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Compositing multipass CGI5m 23s
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The Keymix node3m 20s
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The AddMix Node4m 6s
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5. Color Correction
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The color scopes7m 10s
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The Grade node4m 56s
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The ColorCorrect node3m 46s
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The ColorLookup node6m 53s
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6. Transforming Images
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The Transform node5m 14s
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The CornerPin2D node6m 14s
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The Mirror node48s
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The Position node1m 19s
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7. Reformatting Images
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The Reformat node3m 20s
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The Crop node2m 36s
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8. Tracking and Stabilizing
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The Tracker node6m 11s
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Automatic tracking9m 55s
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Keyframe tracking7m 26s
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Stabilizing clips6m 11s
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Match-moving4m 55s
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9. Rotoscoping and Paint
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Drawing roto shapes7m 57s
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Animating shapes7m 50s
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Setting shape attributes9m 12s
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The RotoPaint node8m 52s
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Clone and Reveal8m 28s
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Roto masking examples8m 20s
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10. Keying
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The Keyer node8m 30s
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Primatte keyer setup6m 21s
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Primatte fine details6m 52s
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Keylight keyer setup7m 33s
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Keylight fine details3m 46s
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11. Filters
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The Blur node2m 24s
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Creating 2D motion blur5m 33s
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The ZDefocus node5m 34s
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ZDefocus with live action2m 23s
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12. Warping and Morphing
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The GridWarp node6m 29s
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Animating a GridWarp4m 58s
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Morphing with GridWarp8m 46s
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The SplineWarp node7m 30s
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Setting warp boundaries2m 56s
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Warping one image to another4m 33s
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Morphing with SplineWarp5m 10s
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13. Temporal Operations
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Retiming clips4m 51s
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Retiming with OFlow4m 8s
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Shifting clip timing5m 47s
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Freeze frames2m 48s
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14. Compositing: Basics
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The 3D Viewer4m 52s
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Adding cameras4m 31s
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Adding lights5m 51s
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Rendering a 3D scene8m 17s
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15. 3D Compositing: Shaders
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The Phong shader6m 47s
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The ApplyMaterial node2m 24s
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Camera projection4m 35s
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16. 3D Compositing: Modifying Geometry
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The TransformGeo node7m 37s
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The EditGeo node6m 6s
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The DisplaceGeo node3m 6s
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17. Nuke 9 New Features
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2D Viewer changes8m 3s
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3D Viewer changes1m 46s
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The menu bar1m 20s
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The integrated flipbook3m 39s
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Viewer Capture feature2m 51s
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Text drop shadows2m 3s
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The Look feature3m 55s
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Oflow additions2m 44s
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Planar Tracker settings3m 24s
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Planar Tracker workflow4m 56s
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ParticleBounce1m 23s
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New node features3m 36s
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Motion estimation (NukeX)4m 12s
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Video: The timeline