Add templates and many other things
|
@ -0,0 +1,68 @@
|
|||
* [About Timeline](index.md)
|
||||
* [Timeline overview](tl_about.md)
|
||||
* [Using the Timeline window](wf_about.md)
|
||||
* [Creating a Timeline Asset and Timeline instance](wf_instance.md)
|
||||
* [Recording basic animation with an Infinite clip](wf_rec_anim.md)
|
||||
* [Converting an Infinite clip to an Animation clip](wf_conv_infinite.md)
|
||||
* [Animating a humanoid](wf_char_anim.md)
|
||||
* [Using an Animation Override track and Avatar masking](wf_mask.md)
|
||||
* [Nesting Timeline instances](wf_nested.md)
|
||||
* [Timeline window](tl_window.md)
|
||||
* [Timeline Preview and Timeline Selector](tl_selector.md)
|
||||
* [Timeline Playback Controls](tl_play_cntrls.md)
|
||||
* [Track List and Track Headers](trk_list_about.md)
|
||||
* [Adding Tracks](trk_add.md)
|
||||
* [Selecting Tracks](trk_select.md)
|
||||
* [Duplicating Tracks](trk_dup.md)
|
||||
* [Deleting Tracks](trk_delete.md)
|
||||
* [Locking Tracks](trk_lock.md)
|
||||
* [Muting Tracks](trk_mute.md)
|
||||
* [Reordering Tracks and Rendering Priority](trk_reorder.md)
|
||||
* [Using Track Groups](grp_use.md)
|
||||
* [Collapsing and Expanding Track Groups](grp_hide.md)
|
||||
* [Locking Track groups](grp_lock.md)
|
||||
* [Clip Edit modes and the Clips view](clp_about.md)
|
||||
* [Panning and Zooming the Clips View](clp_pan_zoom.md)
|
||||
* [Adding Clips](clp_add.md)
|
||||
* [Inserting Clips](clp_insert.md)
|
||||
* [Selecting Clips](clp_select.md)
|
||||
* [Positioning Clips](clp_position.md)
|
||||
* [Tiling Clips](clp_tile.md)
|
||||
* [Duplicating Clips](clp_dup.md)
|
||||
* [Trimming Clips](clp_trim.md)
|
||||
* [Splitting Clips](clp_split.md)
|
||||
* [Resetting Clips](clp_reset.md)
|
||||
* [Changing Clip Play Speed](clp_speed.md)
|
||||
* [Setting Gap Extrapolation](clp_gap_extrap.md)
|
||||
* [Easing-in and Easing-out Clips](clp_ease.md)
|
||||
* [Blending Clips](clp_blend.md)
|
||||
* [Matching clip offsets](clp_match.md)
|
||||
* [Curves View](crv_about.md)
|
||||
* [Hiding and Showing Curves](crv_hide.md)
|
||||
* [Navigating the Curves View](crv_nav.md)
|
||||
* [Selecting Keys](crv_keys_sel.md)
|
||||
* [Adding Keys](crv_keys_add.md)
|
||||
* [Editing Keys](crv_keys_edit.md)
|
||||
* [Changing Interpolation and Shape](crv_keys_interp.md)
|
||||
* [Deleting Keys](crv_keys_del.md)
|
||||
* [Timeline Settings](tl_settings.md)
|
||||
* [Timeline Inspector](insp_about.md)
|
||||
* [Setting Timeline Properties](insp_tl.md)
|
||||
* [Setting Track Properties](insp_trk.md)
|
||||
* [Activation Track Properties](insp_trk_act.md)
|
||||
* [Animation Track Properties](insp_trk_anim.md)
|
||||
* [Setting Clip Properties](insp_clp.md)
|
||||
* [Activation Clip Properties](insp_clp_act.md)
|
||||
* [Animation Clip Common Properties](insp_clp_anim_com.md)
|
||||
* [Animation Clip Playable Asset Properties](insp_clp_anim_plyb.md)
|
||||
* [Audio Clip Properties](insp_clp_aud.md)
|
||||
* [Control Clip Common Properties](insp_clp_ctrl_com.md)
|
||||
* [Control Clip Playable Asset Properties](insp_clp_ctrl_plyb.md)
|
||||
* [Playable Director Component](play_director.md)
|
||||
* [Timeline Glossary](tl_gloss.md)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,101 @@
|
|||
# Clip Edit modes and the Clips view
|
||||
|
||||
Use the Clips view to add, position, and manipulate clips on each track in the Track list. The selected Clip Edit mode determines how clips interact when you add, move, or delete them.
|
||||
|
||||

|
||||
|
||||
_The Clip Edit modes (green) and the Clips view (red)_
|
||||
|
||||
## Clips and the Clips view
|
||||
|
||||
In the Clips view, each clip has a colored accent line that identifies the type of clip:
|
||||
|
||||
* Activation clips are green.
|
||||
* Animation clips are blue.
|
||||
* Audio clips are orange.
|
||||
* Control clips are turquoise.
|
||||
* Playable clips are white.
|
||||
|
||||
A clip based on data, such as an Animation clip or an Audio clip, displays arrows that indicate when the clip has been trimmed to exclude part of its source animation, waveform, or other data. For example, if an Animation clip uses only part of its full key animation, white arrows indicate that key animation exists before the start or after the end of the clip.
|
||||
|
||||

|
||||
|
||||
_Small arrows (circled) indicate that data exists before the start or after the end of the area defined by the clip_
|
||||
|
||||
To resize a clip and view its hidden data, either right-click the clip and select **Match Content** from the context menu, or select the clip and modify its clip timing properties in the Inspector window. When you resize a clip, the selected Clip Edit mode determines how the surrounding clips are affected.
|
||||
|
||||
## Clip Edit modes
|
||||
|
||||
Select a Clip Edit mode to choose how clips are added, positioned, and trimmed within the Clips view, or when modifying clip timing properties in the Inspector window. There are three Clip Edit modes that affect most clip editing features: Mix mode (default), Ripple mode, and Replace mode.
|
||||
|
||||

|
||||
|
||||
_Clip Edit modes are Mix (default and selected), Ripple, and Replace mode_
|
||||
|
||||
You can also temporarily switch between Clip Edit modes. This is useful if, for example, you want to temporarily use Ripple mode to offset the content of a track while you position clips. To temporarily switch between Clip Edit modes, hold down the following keyboard keys:
|
||||
|
||||
* Hold 1 to temporarily switch to Mix mode.
|
||||
* Hold 2 to temporarily switch to Ripple mode.
|
||||
* Hold 3 to temporarily switch to Replace mode.
|
||||
|
||||
### Mix mode
|
||||
|
||||
Use Mix mode to add, position, and trim clips without moving or replacing adjacent clips. Mix mode creates blends between intersecting clips. Mix mode is the default Clip Edit mode.
|
||||
|
||||

|
||||
|
||||
_Timeline window with Mix mode as the selected Clip Edit mode. The position cursor (circled) indicates where you drag to position the clip._
|
||||
|
||||
In Mix mode, when you hover over a selected clip in the Clips view, the cursor changes to indicate the action that you can perform. The action depends on the part of the clip that you hover over:
|
||||
|
||||
* When you hover over the start of a selected clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the start of the clip.
|
||||
* When you hover over the middle of a selected clip, the cursor changes to a position cursor and indicates the area to drag to position the clip.
|
||||
* When you hover over the end of a selected clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the end of the clip.
|
||||
|
||||
In Mix mode, if you drag to trim or position a clip and it intersects another clip, the cursor changes to a white arrow that points towards the blend being created. There are three possible cursors depending on whether the blend is created at the beginning of the clip, at the end of the clip, or at both the beginning and end of the clip.
|
||||
|
||||

|
||||
|
||||
_The white arrow cursor indicates that dragging Clip 2A to the right creates a blend, at the end of the clip, between Clip 2A and Clip 2B._
|
||||
|
||||
### Ripple mode
|
||||
|
||||
Use Ripple mode to add, position, and trim a clip while affecting the subsequent clips on the same track. Positioning or trimming clips in Ripple mode preserves the gaps between subsequent clips.
|
||||
|
||||

|
||||
|
||||
_Timeline window with Ripple mode as the selected Clip Edit mode. The position cursor (circled) indicates where you drag to position the clip._
|
||||
|
||||
In Ripple mode, when you hover over a selected clip in the Clips view, the cursor changes to indicate the action that you can perform. The actions and areas are similar to Mix mode:
|
||||
|
||||
* When you hover over the start of a selected clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the clip relative to its start.
|
||||
* When you hover over the middle of a clip, the cursor changes to a position cursor and indicates the area to drag to position the clip.
|
||||
* When you hover over the end of a clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the clip relative to its end.
|
||||
|
||||
In Ripple mode, when you click and drag to trim or position a clip, the cursor switches to a yellow arrow that points towards the affected clips and gaps. A yellow line indicates the ripple point. When you drag to trim a clip, dragging left and right changes the duration of the selected clip and repositions subsequent clips and gaps after the ripple point.
|
||||
|
||||

|
||||
|
||||
_For example, the yellow arrow cursor indicates that trimming the start of Clip 2A in Ripple mode changes the clip duration and affects the clips and gaps after the ripple point: Clip 2B and Clip 2C.]_
|
||||
|
||||
### Replace mode
|
||||
|
||||
Use Replace mode to add, position, and trim a clip while cutting or replacing intersecting clips.
|
||||
|
||||

|
||||
|
||||
_Timeline window with Replace mode as the selected Clip Edit mode. The position cursor (circled) indicates where you drag to position the clip._
|
||||
|
||||
In Replace mode, when you hover over a selected clip in the Clips view, the cursor changes to indicate the action that you can perform. The actions and areas are similar to Mix mode:
|
||||
|
||||
* When you hover over the start of a selected clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the clip relative to its start.
|
||||
* When you hover over the middle of a clip, the cursor changes to a position cursor and indicates the area to drag to position the clip.
|
||||
* When you hover over the end of a clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the clip relative to its end.
|
||||
|
||||
In Replace mode, when you drag to position a clip, the clip becomes translucent so that you can view overlapping clips. If the clip being positioned overlaps other clips, the cursor changes to a red arrow and red replacement lines indicate where each overlap occurs. Releasing the clip cuts the underlying clip at each red overlap.
|
||||
|
||||

|
||||
|
||||
_For example, the red arrow cursor indicates that dragging Clip 2A to the right overlaps Clip 2B. Releasing the clip cuts Clip 2B at the point where the overlap occurs._
|
||||
|
||||
In Replace mode, trimming a clip is similar to positioning a clip. When you drag to trim a clip and it intersects another clip, the cursor changes to a red arrow and a red replacement line indicates where the overlap occurs. Releasing the trim cuts the intersecting clip at the red replacement line.
|
|
@ -0,0 +1,21 @@
|
|||
# Adding clips
|
||||
|
||||
The Timeline window supports different methods of adding clips to tracks, depending on the type of track, where you click, and whether a clip or track is already selected.
|
||||
|
||||
The quickest method to add a clip is to right-click on an empty area within a track and select the appropriate Add option from the context menu. Depending on the track, the options for adding a clip change.
|
||||
|
||||

|
||||
|
||||
_Context menu for adding an Activation clip._
|
||||
|
||||
There are other ways to add clips:
|
||||
|
||||
* Select a clip option from the Track menu in the Track Header to add a clip at the location of the Timeline Playhead.
|
||||
* Drag an animation Source Asset from the Project window to an empty area in the Timeline window to automatically create an Animation track and add an Animation clip.
|
||||
* Drag an animation Source Asset from the Project window to an existing track in the Timeline window to add an Animation clip to the same track.
|
||||
* Drag an audio Source Asset from the Project window to an empty area in the Timeline window to automatically create an Audio track and add an Audio clip.
|
||||
* Drag a GameObject with a PlayableDirector component to create a nested Timeline instance. This automatically creates a Control track and adds a Control clip for the nested Timeline instance.
|
||||
* Drag a Prefab from the Project window to an empty area in the Timeline window to add a Prefab instance to your Timeline instance. This automatically creates a Control track and adds a Control clip for the Prefab instance.
|
||||
* Drag a GameObject with a Particle component to add a particle effect to your Timeline instance. This automatically creates a Control track and adds a Control clip for the duration of the Particle effect.
|
||||
|
||||
When you add a clip, the [selected Clip Edit mode](clp_about.md) determines how the added clip interacts with surrounding clips. For example, if you add an Animation clip or an Audio clip in Mix mode and the added clip intersects a clip on the same track, Timeline [creates a blend](clp_blend.md).
|
|
@ -0,0 +1,37 @@
|
|||
# Blending clips
|
||||
|
||||
Blend two clips on the same track to create a smooth transition between two Animation clips, two Audio clips, or two Playable clips. To blend two clips, select the Mix Clip Edit mode and position or trim one clip until it overlaps an adjacent clip.
|
||||
|
||||
In a blend, the first clip is referred to as the **outgoing clip** and the second clip is referred to as the **incoming clip**. The area where the outgoing clip transitions to the incoming clip is referred to as the **blend area**. The blend area sets the duration of the transition.
|
||||
|
||||

|
||||
|
||||
_The blend area shows the transition between the outgoing clip and incoming clip_
|
||||
|
||||
Although the Clips view represents a blend area as a single linear curve, the transition between clips is actually comprised of two blend curves. The blend curve for the outgoing clip is referred to as the **Blend Out** curve. The blend curve for the incoming clip is referred to as the **Blend In** curve. By default, each blend curve is automatically set to an ease-in and ease-out curve.
|
||||
|
||||

|
||||
|
||||
_Use Blend Curves to customize the blend area_
|
||||
|
||||
Use the **Blend Curves** in the Inspector window to change the shape for either the Blend In or Blend Out curve of the selected clip. However, the Inspector window only allows you to edit the properties of one clip at a time. You cannot simultaneously customize both blend curves from the same blend area.
|
||||
|
||||
To customize the **Blend Curves** for the transition between two clips:
|
||||
|
||||
1. Select the outgoing clip to customize its Blend Out curve (labelled **Out**).
|
||||
2. Select the incoming clip to customize its Blend In curve (labelled **In**).
|
||||
|
||||
To customize either the Blend Out curve or Blend In curve, use the drop-down menu to switch from **Auto** to **Manual**. With **Manual** selected, the Inspector window shows a preview of the blend curve. Click the curve preview to open the Curve Editor below the Inspector window.
|
||||
|
||||

|
||||
|
||||
_Select Manual and click the curve preview to open the Curve Editor_
|
||||
|
||||
Use the Curve Editor to customize the shape of the blend curve. By default, the blend curve includes a key at the beginning of the curve and a key at the end of the curve. The Curve Editor provides the following different methods of modifying the blend curve:
|
||||
|
||||
* Select the key at the start or end of the blend curve and use the tangent handles to adjust the interpolation between keys.
|
||||
* Add additional keys to change the shape of the blend curve by adding more interpolation points. Adding keys in the Curve Editor is the same as [adding keys in the Curves view](crv_keys_add.md).
|
||||
* Right-click a key to delete or edit the key. Editing keys in the Curve Editor is the same as [editing keys in the Curves view](crv_keys_edit.md). Note that you cannot delete the first and last keys.
|
||||
* Select a shape template from the bottom of the Curve Editor.
|
||||
|
||||
The Curve Editor also includes shape templates based on whether you are modifying the Blend In curve or the Blend Out curve. Select a shape template to change the blend curve to the selected shape template.
|
|
@ -0,0 +1,24 @@
|
|||
# Duplicating clips
|
||||
|
||||
There are many ways to duplicate clips in the Clips view:
|
||||
|
||||
* Select a clip or multiple clips. Right-click in the Clips view and select **Duplicate** from the context menu.
|
||||
* Select a clip or multiple clips. Hold Command/Control and press D.
|
||||
* Right-click an unselected clip and choose **Duplicate** from the context menu.
|
||||
|
||||
Duplicating clips copies each selected clip and places the duplicates after the last clip on the same track. If you duplicate clips used in a blend or clips separated by a gap, the blend or gap is also duplicated.
|
||||
|
||||
If you duplicate an Animation clip that uses a recorded clip as its Source Asset, the recorded clip is also duplicated. The duplicate of the recorded clip only appears in your Project after you save the Scene or Project. For example, the following images demonstrates what happens if you duplicate an Animation clip named "Clip 2B" that uses the recorded clip named "Recorded (3)".
|
||||
|
||||

|
||||
|
||||
_Select the"Clip 2B", hold Command/Control and press D to duplicate_
|
||||
|
||||

|
||||
|
||||
_A duplicate Animation clip is placed at the end of the same track. The recorded clip associated with "Clip 2B" is also duplicated._
|
||||
|
||||

|
||||
|
||||
_The new "Recorded (6)" recorded clip appears in the Project window after you save the Scene or Project_
|
||||
|
|
@ -0,0 +1,74 @@
|
|||
# Easing-in and easing-out clips
|
||||
|
||||
Ease-in and ease-out a clip to create a smooth transition between a clip and its surrounding gaps. To create an ease-in or ease-out transition, select a clip and, in the Inspector window, set either the **Ease In Duration** or the **Ease Out Duration**.
|
||||
|
||||

|
||||
|
||||
_Use Ease In Duration and Ease Out Duration to smoothly transition into and out of the selected clip._
|
||||
|
||||
Ease-in and ease-out transitions create different effects, depending on the track:
|
||||
|
||||
* On an Animation track or an Animation Override track, ease-in to an Animation clip to create a smooth transition between the animation in the gap before the clip and the Animation clip. Ease-out of an Animation clip to create a smooth transition between the Animation clip and the animation in the gap after the clip. For information on the factors that determine what animation occurs in the gap before and after an Animation clip, see [Setting gap extrapolation](clp_gap_extrap.md).
|
||||
|
||||
* On an Audio track, ease-in to an Audio clip to fade in the volume of the audio waveform. Ease-out of an Audio clip to fade out the volume of the audio waveform specified by the Audio clip.
|
||||
|
||||
* On a Playable track, ease-In to a Playable clip to fade in the effect or script in the Playable clip. Ease-out of a Playable clip to fade out the effect or script in the Playable clip.
|
||||
|
||||

|
||||
|
||||
_Ease-in and ease-out an Animation clip to transition between its animation and its gaps. Timeline represents ease-in and ease-out transitions as a linear curve._
|
||||
|
||||
Although the Clips view represents an ease-in or ease-out transition as a single linear curve, every ease-in or ease-out transition is actually set to a gradually easing-in or easing-out curve by default. To change the shape of either the ease-in curve (labelled **In**) or the ease-out (labelled **Out**) curve, use the **Blend Curves** in the Inspector window.
|
||||
|
||||

|
||||
|
||||
_Use the Blend Curves to customize ease-in or ease-out transitions_
|
||||
|
||||
Note that the **Blend Curves** might affect the blend area used for blending between two clips. The **Ease In Duration** and **Ease Out Duration** properties indicate whether the **Blend Curves** affect an ease-in or ease-out transition, or a blend. For example, If the **Ease Out Duration** is editable, then the Blend Out curve (labelled **Out**) affects the curve used by an ease-out transition. If the **Ease Out Duration** is not editable, then the Blend Out curve (labelled **Out**) affects the outgoing clip in a blend between two clips.
|
||||
|
||||

|
||||
|
||||
_Ease Out Duration is not editable, therefore the **Out** curve affects the blend area between two clips_
|
||||
|
||||
To customize either the ease-in or ease-out transition, use the drop-down menu to switch from **Auto** to **Manual**. With **Manual** selected, the Inspector window shows a preview of the blend curve. Click the curve preview to open the Curve Editor below the Inspector window.
|
||||
|
||||

|
||||
|
||||
_Select Manual and click the preview to open the Curve Editor_
|
||||
|
||||
The Curve Editor is the same editor that is used to customize the shape of the blend curves when [blending between clips](clp_blend.md).
|
||||
|
||||
When creating an ease-in or an ease-out transition with Animation clips, the Animation clip blends between its gaps and the Animation clip. The following factors affect the values of animated properties in the gaps surrounding an Animation clip:
|
||||
|
||||
* The [pre-extrapolate and post-extrapolate settings](clp_gap_extrap.md) for the Animation clip and for other Animation clips on the same track.
|
||||
* Animation clips on other Animation tracks that are bound to the same GameObject.
|
||||
* The position or animation of the GameObject in the Scene, outside the Timeline Asset.
|
||||
|
||||
## Gap extrapolation and easing clips
|
||||
|
||||
To successfully ease-in or ease-out an Animation clip, gap extrapolation must not be set based on the Animation clip being eased-in or eased-out. Gap extrapolation must either be set to **None** or set by another Animation clip.
|
||||
|
||||
For example, the following ease-in transition has no effect because the Pre-Extrapolate for the Victory_Dance clip is set to **Hold**. This means that the ease-in creates a transition between the first frame of the Animation clip and the rest of the Animation clip.
|
||||
|
||||

|
||||
|
||||
_The gap is set to **Hold** from the Animation clip (circled). The ease-in transition has no effect._
|
||||
|
||||

|
||||
|
||||
_To ease-in from the Idle clip, set pre-extrapolate for the Victory_Dance clip to **None**. The ease-in gap uses the post-extrapolate mode from the Idle clip (circled)._
|
||||
|
||||
## Overriding Animation tracks with ease-in and ease-out transitions
|
||||
|
||||
Use two Animation tracks bound to the same GameObject to create a smooth transition between two Animation clips.
|
||||
|
||||
For example, if two Animation tracks are bound to the same GameObject and a clip on the second track contains an ease-in transition, the ease-in transition creates a smooth transition between the animation on the previous track and the animation on the second track.
|
||||
|
||||

|
||||
|
||||
_Example of using two Animation tracks, bound to the same GameObject, to create smooth transitions between Animation clips._
|
||||
|
||||
In this example, the Animation clip on the first track is a repeated idle cycle where the humanoid GameObject stands still. The Animation clip in the second track eases-in the Victory_Dance motion and eases-out to return back to the idle cycle
|
||||
|
||||
To successfully override animation on a previous track, the gap extrapolation for the second track must be set to **None** so that the animation data in the gap is taken from the previous track bound to the same GameObject. The ease-in and ease-out transitions use this animation data.
|
||||
|
|
@ -0,0 +1,47 @@
|
|||
# Setting gap extrapolation
|
||||
|
||||
Gap extrapolation refers to how an Animation track approximates animation data in the gaps before and after an Animation clip.
|
||||
|
||||
The main purpose for extrapolating animation data in the gaps between Animation clips is to avoid animation anomalies. Depending on the GameObject bound to the Animation track, these anomalies could be a GameObject jumping between two transformations, or a humanoid jumping between different poses.
|
||||
|
||||
Each Animation clip has two gap extrapolation properties: **Pre-Extrapolate**, which controls how animation data is approximated in the gap before an Animation clip, and **Post-Extrapolate**, which controls how animation data extends in the gap after an Animation clip.
|
||||
|
||||
By default, Timeline sets both extrapolation properties to **Hold**. This sets the gap before the Animation clip to the animation on the first frame, and the gap after the Animation clip to the animation on the last frame. Each gap "holds" the animation at a certain frame. Icons before and after an Animation clip indicate the selected extrapolation modes.
|
||||
|
||||

|
||||
|
||||
_Icons indicate the pre-extrapolate and post-extrapolate modes_
|
||||
|
||||
When an Animation track contains a gap between two Animation clips, the **Post-Extrapolate** property of the left clip sets the gap extrapolation. If the **Post-Extrapolate** property of the clip to the left of a gap is set to **None**, the **Pre-Extrapolate** property of the right clip sets the gap extrapolation. Icons before and after Animation clips indicate whether the extrapolation for a gap is taken from the **Post-Extrapolate** property of the clip to the left or from the **Pre-Extrapolate** property of the clip to the right.
|
||||
|
||||

|
||||
|
||||
_First track (red box): gap extrapolation from Post-Extrapolate of the left clip. Third track (blue box): gap extrapolation from Pre-Extrapolate of the right clip._
|
||||
|
||||
To change the Pre-Extrapolate and Post-Extrapolate properties, select the Animation clip and use the Animation Extrapolation properties in the Inspector window.
|
||||
|
||||

|
||||
|
||||
_Use Pre-Extrapolate and Post-Extrapolate to set the extrapolation modes for the selected Animation clip_
|
||||
|
||||
The Pre-Extrapolate property is hidden when one of the following is true:
|
||||
|
||||
* The gap before the Animation clip is set by the Post-Extrapolation mode of the previous clip.
|
||||
* There is no gap before the Animation clip.
|
||||
|
||||
Use the Pre-Extrapolation property to set the gap extrapolation of the gap before the selected Animation clip to one of the following options:
|
||||
|
||||
* **None**: Turns off pre-extrapolation. In the gap before the selected Animation clip, the GameObject uses its transform, pose, or state from the Scene. Select **None** if, for example, you want to create an ease-in between the motion of a GameObject in the Scene and an Animation clip. See [Easing-in and Easing-out Clips](clp_ease.md) for details.
|
||||
* **Hold** (default): In the gap before the selected Animation clip, the GameObject bound to the Animation track uses the values assigned at the start of the Animation clip.
|
||||
* **Loop**: In the gap before the selected Animation clip, the GameObject bound to the Animation track repeats the entire animation as a forward loop: from start to end. To offset the start of the loop, use the **Clip In** property.
|
||||
* **Ping Pong**: In the gap before the selected Animation clip, the GameObject bound to the Animation track repeats the entire animation forwards, then backwards. Use the **Clip In** property to offset the start of the loop. Changing the **Clip In** property affects the start of the loop when looping forward, and the end of the loop when looping backwards.
|
||||
* **Continue**: In the gap before the selected Animation clip, the GameObject bound to the Animation track either holds or loops the animation based on the settings of the Source Asset. For example, if the selected Animation clip uses the motion file "Recorded(2)" as its Source Asset and "Recorded(2)" is set to **Loop**, then selecting **Continue** loops the animation according to the "Recorded(2)" Loop Time settings.
|
||||
|
||||
Use the Post-Extrapolate property to set the gap extrapolation of the gap after the selected Animation clip to one of the following options:
|
||||
|
||||
* **None**: Turns off post-extrapolation. In the gap after the selected Animation clip, the GameObject uses its transform, pose, or state from the Scene. Selecting **None** is useful if, for example, you want to create an ease-out between an Animation clip and the motion of a GameObject in the Scene. See [Easing-in and Easing-out Clips](clp_ease.md) for details.
|
||||
* **Hold** (default): In the gap after the selected Animation clip, the GameObject bound to the Animation track uses the values assigned at the end of the Animation clip.
|
||||
* **Loop**: In the gap after the selected Animation clip, the GameObject bound to the Animation track repeats the entire animation as a forward loop: from start to end. To offset the start of the loop, use the **Clip In** property.
|
||||
* **Ping Pong**: In the gap after the selected Animation clip, the GameObject bound to the Animation track repeats the entire animation forwards, then backwards. Use the **Clip In** property to offset the start of the loop. Changing the **Clip In** property affects the start of the loop when looping forward, and the end of the loop when looping backwards.
|
||||
* **Continue**: In the gap after the selected Animation clip, the GameObject bound to the Animation track either holds or loops the animation based on the settings of the Source Asset. For example, if the selected Animation clip uses the motion file "Recorded(2)" as its Source Asset and "Recorded(2)" is set to **Loop**, then selecting **Continue** loops the animation according to the "Recorded(2)" Loop Time settings.
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
# Inserting clips
|
||||
|
||||
The Timeline window supports different methods of inserting clips depending on the type of track, where you click, and whether a clip or track is already selected. In the Timeline window, inserting clips refers to adding and making space for a clip without blending or replacing intersecting clips.
|
||||
|
||||
To accurately insert a clip, select Ripple mode as the Clip Edit mode, and position the Timeline Playhead to set the insertion point. Select **Add From Animation Clip** from the Track menu for the track where you want to insert the clip.
|
||||
|
||||

|
||||
|
||||
_Accurately insert a clip with the Ripple mode (red circle), the Timeline Playhead (green box), and the Add From Animation Clip in the Track menu_
|
||||
|
||||
In the above example, the Timeline Playhead is the insertion point. You can specify the insertion point using these other methods:
|
||||
|
||||
* Right-click within a gap and add a clip with the context menu. The insertion point is where you right-click.
|
||||
* Drag a Source Asset (animation or audio) to a track in the Clips view. The insertion point is where you stop dragging.
|
||||
|
||||
The location of the insertion point determines where the clip is inserted and how it affects the other clips and gaps on the same track:
|
||||
|
||||
* If the insertion point intersects a clip, the inserted clip is added at the insertion point. The intersected clip, and all subsequent clips and gaps, are rippled after the inserted clip.
|
||||
* If the insertion point is within a gap and there is enough space between the insertion point and the next clip, then the inserted clip is added to the gap. The other clips on the track are not affected.
|
||||
* If the insertion point is within a gap and the inserted clip overlaps the next clip, the inserted clips is added at the insertion point. The next clip, and all subsequent clips and gaps, are rippled to accommodate the inserted clip.
|
||||
|
||||

|
||||
|
||||
_For example, inserting a clip at the Timeline Playhead ripples Clip 1B to accommodate the 36 frame Run clip._
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
# Matching clip offsets
|
||||
|
||||
Every Animation clip contains key animation, or motion, that animates the GameObject, or humanoid, bound to the Animation track.
|
||||
|
||||
When you add an Animation clip to an Animation track, its key animation or motion does not automatically begin where the previous clip ends. The key animation or motion also does not end where the next clip begins. By default, each Animation clip begins at the position and rotation of the GameObject, or humanoid, at the beginning of the Timeline instance.
|
||||
|
||||

|
||||
|
||||
_An animation sequence of three Animation clips._
|
||||
|
||||
For example, three Animation clips create an animation sequence that starts with a clip of a standing humanoid that starts to run, then turns left, and finally comes to a stand still.
|
||||
|
||||
Each Animation clip begins at the position and rotation of the humanoid at the start of the Timeline instance, indicated by a red arrow in the Scene view below. The three Animation clips, Stand2Run, RunLeft, and Run2Stand, end at the green, blue, and yellow arrows, respectively.
|
||||
|
||||

|
||||
|
||||
For an animation sequence to flow seamlessly between adjacent Animation clips, you must match each Animation clip with its previous clip or next clip. Matching clips adds a position and rotation offset for each Animation clip. The position and rotation offsets are named **Clip Transform Offsets** and they [can be set manually](insp_clp_anim_plyb.md) or automatically. The following sections describe how to automatically match two or many Animation clips.
|
||||
|
||||
## Matching two clips
|
||||
|
||||
To match the clip offsets between two clips, right-click the Animation clip that you want to match. From the context menu, select either **Match Offsets to Previous Clip** or **Match Offsets to Next Clip**.
|
||||
|
||||

|
||||
|
||||
_Matching an Animation clip with the next clip_
|
||||
|
||||
For example, right-click the middle Animation clip, named "RunLeft", and select **Match Offsets To Next Clip** to match its offsets to the next clip
|
||||
|
||||
When you are matching offsets for a single Animation clip, you don’t need to select the Animation clip first, but you must right-click the Animation clip that you want to match. For example, if you right-click an Animation clip that is not selected, Timeline matches the clicked clip and ignores the selected Animation clips.
|
||||
|
||||
The context menu only displays the match options available for the clicked Animation clip. For example, if there is a gap **before** the clicked Animation clip, only the **Match Offsets to Next Clip** menu item is available.
|
||||
|
||||
## Matching many clips
|
||||
|
||||
To match the clip offsets of many clips, select the adjacent Animation clips that you want to match and right-click one of the selected clips. From the context menu, select either **Match Offsets to Previous Clip** or **Match Offsets to Next Clip**.
|
||||
|
||||

|
||||
|
||||
_Matching many clips with previous clips_
|
||||
|
||||
For example, select the "RunLeft" and "Run2Stand" clips. Right-click one of the selected clips, and select **Match Offsets to Previous Clips**, to match the "RunLeft" clip with the previous "Stand2Run" clip, and to match "Run2Stand" with the previous "RunLeft" clip.
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
# Panning and zooming the Clips view
|
||||
|
||||
Use either the keyboard or the zoombar to pan and zoom the contents of the Clips view. There are many ways to pan, zoom, or frame clips in the Clips view with the keyboard:
|
||||
|
||||
* To pan, either middle-drag, or hold Alt and drag.
|
||||
* To frame all selected clips, [select clips](clp_select.md) then press F.
|
||||
* To frame all clips, press A.
|
||||
* To zoom horizontally, move the scroll-wheel.
|
||||
* To zoom vertically, hold Command/Control and move the scroll-wheel.
|
||||
|
||||
When you horizontally zoom the Clips view, the zoombar indicates the level of zoom. The zoombar is the horizontal bar at the bottom of the Clips view that zooms and pans the section of the Timeline instance or Timeline Asset that is shown in the Clips view.
|
||||
|
||||

|
||||
|
||||
_The zoombar (inside the red box) and the zoombar handles (shown by the green arrows). The zoombar thumb is the area between the two zoombar handles._
|
||||
|
||||
There are many ways to pan and zoom with the zoombar:
|
||||
|
||||
* To pan, drag the zoombar thumb left or right.
|
||||
* To jump to a section of the Timeline instance or Timeline Asset, click on an empty area of the scrollbar, on either side of the zoombar.
|
||||
* To zoom in or zoom out, drag either zoombar handle. Dragging a zoombar handle also resizes the zoombar thumb.
|
||||
|
||||
On the zoombar thumb, a white line indicates the location of the Timeline Playhead. Use this line to see where the Timeline Playhead is in relation to the zoom level and the part of the Timeline instance shown in the Clips view.
|
||||
|
|
@ -0,0 +1,58 @@
|
|||
# Positioning clips
|
||||
|
||||
To position a clip, select Mix mode as the Clip Edit mode. Select a clip and hover over the middle of the clip. When the cursor changes to a position cursor, click and drag the clip to its new position.
|
||||
|
||||
While dragging, black lines indicate the selection of clips being positioned. The Timeline ruler shows the start time and end time of the selected clips being positioned.
|
||||
|
||||

|
||||
|
||||
_Select Mix mode (circled). Select and drag to position a clip._
|
||||
|
||||
By default, when you drag to position clips, both Snap to Frame and Edge Snap are enabled in the Clips view. You can change these snap settings in the [Timeline Settings](tl_settings.md) menu.
|
||||
|
||||
You can also move a clip to another track of the same type. Drag the clip off of its current track and a white ghost indicates where the clip will be moved. If you drag a clip to an area where the clip cannot be placed, the ghost changes to red indicating that you cannot release the clip in that area. For example, you cannot drag a clip where there is no track.
|
||||
|
||||

|
||||
|
||||
_The ghost of the selection being moved is drawn in red if you attempt to move a clip to an invalid area_
|
||||
|
||||
You can position a selection of clips on the same track, or on different tracks. You are not limited to positioning one clip at a time. The same edge snapping rules and invalid area restrictions apply when positioning a selection of clips on many tracks.
|
||||
|
||||
## Positioning clips with the Inspector window
|
||||
|
||||
You can use the [Inspector window to position clips](insp_clp.md). To position a clip with the Inspector window, select a clip and use the Clip Timing properties in the Inspector window to change its **Start** property.
|
||||
|
||||

|
||||
|
||||
_Clip Timing properties for an Animation clip_
|
||||
|
||||
The effect that changing the Start value has on adjacent clips depends on the selected Clip Edit mode.
|
||||
|
||||
## Positioning clips in different Clip Edit modes
|
||||
|
||||
You are not restricted to positioning clips with Mix mode as the selected Clip Edit mode. You can also position clips in Ripple mode and in Replace mode. The difference is the effect each Clip Edit mode has on adjacent clips on the tracks where clips are being moved:
|
||||
|
||||
* Positioning clips in Mix mode creates blends between intersecting clips.
|
||||
* Positioning clips in Ripple mode ripples subsequent clips, respecting the gaps between clips.
|
||||
* Positioning clips in Replace mode cuts or replaces intersecting clips.
|
||||
|
||||
## Positioning clips with the Timeline Playhead
|
||||
|
||||
You can position clips by inserting frames at the position of the Timeline Playhead. To do this, move the Timeline Playhead to where you want to insert frames.
|
||||
|
||||

|
||||
|
||||
_To insert frames starting at frame 40, move the Timeline Playhead to frame 40_
|
||||
|
||||
Right-click the Timeline Playhead on the Timeline ruler above the Clips view, choose **Insert** > **Frame**, and a number of frames.
|
||||
|
||||

|
||||
|
||||
_To insert 25 frames, right-click the Timeline Playhead and select **Insert** > **Frame**, then 25 Frames_
|
||||
|
||||
This inserts frames in the Timeline Asset at the position of the Timeline Playhead. Inserting frames only repositions the clips that start **after** the position of the Timeline Playhead.
|
||||
|
||||

|
||||
|
||||
_Only the clips that start after the Timeline Playhead are moved. In this example, inserting 25 frames at frame 40 affects Clip 1B, Clip 2B, and Clip 2C._
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
# Resetting clips
|
||||
|
||||
You can reset the duration and speed of a clip. Resetting a clip **does not reset** the following properties:
|
||||
|
||||
* Start
|
||||
* Ease In Duration and Ease Out Duration
|
||||
* Animation Extrapolation settings
|
||||
* Blend Curves
|
||||
|
||||
To reset a clip, right-click the clip and select **Editing** from the context menu. Then, select **Reset Duration**, **Reset Speed**, or **Reset All**. Depending on the reset option you select, resetting a clip does the following:
|
||||
|
||||
|**Option:** |**Description:** |
|
||||
|:---|:---|
|
||||
|**Reset Duration**|Resets the Duration and the Clip In.|
|
||||
|**Reset Speed**|Resets the Speed Multiplier.|
|
||||
|**Reset All**|Resets the Duration, Clip In, and Speed Multiplier.|
|
||||
|
||||
If resetting a clip results in two clips overlapping each other, Timeline creates a blend for the overlap, regardless of the selected Clip Edit mode.
|
|
@ -0,0 +1,42 @@
|
|||
# Selecting clips
|
||||
|
||||
Click to select a single clip. The Clips view displays the selected clip with a white border, including its blends. Selecting a clip deselects all other tracks or clips.
|
||||
|
||||
Selecting a clip also shows its properties in the Inspector window. The clip properties change depending on the type of clip and whether multiple clips are selected. See [Setting Clip properties](insp_clp.md) for details.
|
||||
|
||||
Hold Shift and click to select contiguous clips vertically on different tracks or horizontally on the same track. For example, to select three contiguous clips on the same track, select the first clip, then hold Shift and click the third clip. All three clips are selected.
|
||||
|
||||

|
||||
|
||||
_Click to select the first clip_
|
||||
|
||||

|
||||
|
||||
_Shift-click the third clip to select contiguous clips on the same track_
|
||||
|
||||
Hold Command/Control and click to select discontiguous clips. Hold Command/Control and click a selected clip to deselect it.
|
||||
|
||||
Click and drag on an empty area in the Clips view to draw a selection rectangle. This selects all clips inside the rectangle, including the clips that intersect the rectangle. Hold down Shift and draw a selection rectangle to add clips to the current selection.
|
||||
|
||||
You can also press the Tab key to select clips. The behaviour of the Tab key changes depending on the current selection:
|
||||
|
||||
* If a track is selected, press Tab to select the first clip on the selected track.
|
||||
* If many tracks are selected, press Tab to select the first clip on the first selected track.
|
||||
* If a clip is selected, press Tab to [select its track](trk_select.md).
|
||||
* If there are no clips or tracks selected, press Tab to select the first clip on the first track.
|
||||
|
||||
Use the arrow keys to change the selected clips. The behaviour and results depend on the current selection and which modifier keys you press:
|
||||
|
||||
* If nothing is selected in the Timeline window, press the Tab, Up arrow, or Down arrow key to select the first clip on the first track.
|
||||
* If a clip is selected, press the Left arrow key to select the previous clip. If the selected clip is the first clip on a track, the Left arrow key selects the track.
|
||||
* If a clip is selected, press the Right arrow key to select the next clip. Press the Up arrow key to select the closest clip on a previous track. Press the Down arrow key to select the closest clip on a next track.
|
||||
* Hold Shift and press either the Left arrow key or Right arrow key to add or remove clips from the selection of clips. Whether a clip is added to or removed from the selection of clips is relative to the first selected clip.
|
||||
|
||||
If you zoom into the Clips view, it pans to show either the start or end of the most recently selected clip. For example, if a selected clip is framed in the Clips view and you press the Right arrow key to select the next clip which is outside the Clips view, the Clips view pans to show the start of the selected clip.
|
||||
|
||||
You can also select clips with the Timeline Playhead. Right-click the Timeline Playhead and choose a selection option. This selects clips that either start after, start before, end after, end before, or intersect the Timeline Playhead. Clips are selected on all tracks.
|
||||
|
||||

|
||||
|
||||
_Right-click the Timeline Playhead and choose **Select** for more clip selection options_
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
# Changing clip play speed
|
||||
|
||||
Change the clip play speed to accelerate or decelerate its audio, motion, animation, or particle effect. Changing the clip play speed affects the duration of the clip. You can only change the play speed for Animation clips, Audio clips, and Control clips.
|
||||
|
||||
To change the clip play speed, first, select the Clip Edit mode to determine how other clips on the same track are affected:
|
||||
|
||||
* If the change in duration results in two clips that overlap each other:
|
||||
* Select Mix mode to create a blend.
|
||||
* Select Replace mode to cut or remove intersecting clips.
|
||||
* Select Ripple mode to reposition the clips that come after the clip being sped up or slowed down. Ripple mode preserves the gaps between clips.
|
||||
|
||||
Select the clip and set the **Speed Multiplier** property in the Inspector window. The **Speed Multiplier** property shows the play speed as a multiplier of the original clip speed, so 1 plays the clip at the same speed as the original clip.
|
||||
|
||||

|
||||
|
||||
_Speed Multiplier in the Inspector window_
|
||||
|
||||
For example, to double the play speed of an Animation clip, change the **Speed Multiplier** to 2. This changes the duration of an 80 frame Animation clip to 40 frames by doubling its play speed.
|
||||
|
||||
There are other ways to change the play speed of a clip:
|
||||
|
||||
* Right-click the clip and select **Editing > Double Speed** to halve the clip duration. The clip plays at twice its current speed. A short-dashed line and a multiplication factor indicates an accelerated clip. Doubling the clip speed sets the **Speed Multiplier** property to double its current value.
|
||||
* Right-click the clip and select **Editing > Half Speed** to double the clip duration. The clip plays at half its current speed. A long-dashed line and multiplication factor indicates a decelerated clip. Halving the clip speed sets the **Speed Multiplier** property to half its current value.
|
||||
* Right-click the clip and select **Editing > Reset Speed** to reset the clip to its original speed. This is the original duration of the clip. Resetting the clip speed sets the **Speed Multiplier** property to 1.
|
||||
|
||||

|
||||
|
||||
_A short-dashed line and multiplication factor of 2.00x indicates a clip playing at double its original speed_
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
# Splitting clips
|
||||
|
||||
You can split a clip into two identical clips that have different start points, end points, and durations. You can extend the start or end of the clip to include split animation or audio. You can also [reset a clip](clp_reset.md) to undo a split and other edits.
|
||||
|
||||
To split a clip, select the clip, position the playhead where you want to split the clip, and either right-click the clip and select **Editing** > **Split**, or press S. Any selected clips that intersect the playhead are split into separate clips. You can position, trim, and edit split clips independently.
|
||||
|
||||

|
||||
|
||||
_Select the clips to be split, position the playhead where you want the split to occur, and press S_
|
||||
|
||||

|
||||
|
||||
_Selected clips are split where each clip intersects the playhead_
|
||||
|
||||
If a split clip is part of a blend, or if the split is performed within a blend, Timeline copies the blend settings to the split clips.
|
|
@ -0,0 +1,16 @@
|
|||
# Tiling clips
|
||||
|
||||
Tile clips to remove gaps and blends between clips on the same track. Tiling clips is useful if you want each clip to begin exactly where the previous clip ends. If you select multiple clips on multiple tracks, you must select at least two clips on the same track for tiling to have an affect.
|
||||
|
||||
To tile clips, select at least two clips on the same track.
|
||||
|
||||

|
||||
|
||||
_Three clips with gaps and blends are selected_
|
||||
|
||||
Right-click on one of the selected clips and select Tile from the context menu. Timeline positions the selected clips based on the position of the first selected clip. The first selected clip does not move, and the duration of each clip remains the same.
|
||||
|
||||

|
||||
|
||||
_Tiling removes gaps and blends between the selected clips_
|
||||
|
|
@ -0,0 +1,75 @@
|
|||
# Trimming clips
|
||||
|
||||
Trimming a clip cuts off a portion of the clip at its start or end. To trim a clip, select the Mix mode as the Clip Edit mode, then drag the start or end of the clip. Dragging the start or end of a clip automatically selects the clip, showing its properties in the Inspector window. Use the [Clip Timing properties](insp_clp.md) in the Inspector window to set the start, end, duration, and offset (Clip In) of a clip to exact values.
|
||||
|
||||

|
||||
|
||||
_Position and trim a clip by adjusting its Start, End, Duration, and Clip In properties in the Inspector window_
|
||||
|
||||
## Trimming the start of a clip
|
||||
|
||||
Trimming an Animation clip or Audio clip after the start of the Source Asset, selects the part of the Source Asset the clip uses.
|
||||
|
||||

|
||||
|
||||
_Trimming the start of an Animation clip trims its key animation, relative to the start of the Source Asset_
|
||||
|
||||
Trimming a clip is non-destructive. Trim the clip again to modify its start to include the animation, or the audio waveform, cut off during a previous trim. You can also [reset a clip](clp_reset.md) to undo trims or other edits.
|
||||
|
||||
To trim the start of a clip to a precise time or frame, use the **Clip In** property in the Inspector window.
|
||||
|
||||
Changing the **Clip In** property is similar to the same effect as trimming the start of a clip after the start of its Source Asset.
|
||||
|
||||
## Trimming the end of a clip
|
||||
|
||||
As with the start of the clip, trimming an Animation clip or Audio clip before the end of the Source Asset, selects the part of the Source Asset the clip uses.
|
||||
|
||||

|
||||
|
||||
_Trimming the end of an Animation clip trims its key animation, relative to the end of the Source Asset_
|
||||
|
||||
If you trim the end of an Animation clip or Audio clip past the end of the Source Asset the clip is based on, the extra clip area either holds or loops, depending on the settings of the Source Asset.
|
||||
|
||||
For example, an Animation clip named "End Move" uses the motion file "Recorded(2)" as its Source Asset. The motion file "Recorded(2)" is set to loop. Trimming the end of the Animation clip past the end of the "Recorded(2)" Source Asset fills the extra clip area by looping "Recorded(2)". A white animation curve shows the hold or loop.
|
||||
|
||||

|
||||
|
||||
_A white animation curve indicates whether the extra clip area holds or loops data, depending on the Source Asset_
|
||||
|
||||
To choose whether the extra clip area holds or loops, select the Source Asset to change its settings in the Inspector window. Depending on the type of Source Asset, different properties control whether the Source Asset holds or loops.
|
||||
|
||||
If you are unsure which Source Asset is used by a clip, select the clip in the Clips view, right-click and select **Find Source Asset** from the context menu. This highlights the Source Asset in the Project window.
|
||||
|
||||
## Trimming the end of looping clips
|
||||
|
||||
The Timeline window provides special trimming options for Animation clips or Audio clips with loops. These special trim options either remove the last partial loop or complete the last partial loop.
|
||||
|
||||
For example, the Animation clip named run_away is over three times longer than the Source Asset on which it is based. Since the Source Asset is set to loop, the Animation clip loops the Source Asset until the Animation clip ends which results in a partial loop.
|
||||
|
||||

|
||||
|
||||
_L1, L2, and L3 signify complete loops. The clip ends partially through the fourth loop, L4._
|
||||
|
||||
To extend the end of the clip and complete a partial loop, select the clip, right-click and select **Editing** > **Complete Last Loop**. To trim the clip at the last complete loop, select the clip, Right-clip and select **Editing** > **Trim Last Loop**.
|
||||
|
||||

|
||||
|
||||
_The result of select **Editing** > **Complete Last Loop**_
|
||||
|
||||

|
||||
|
||||
_The result of select **Editing** > **Trim Last Loop**_
|
||||
|
||||
## Trimming with the Timeline Playhead
|
||||
|
||||
You can also trim a clip based on the location of the playhead. To trim using the playhead, position the playhead within the clip to be trimmed. Right-click the clip and select either **Editing** > **Trim Start** or **Editing** > **Trim End**. **Trim Start** trims the start of the clip to the playhead. **Trim End** trims the end of the clip to the playhead.
|
||||
|
||||

|
||||
|
||||
_Move the Timeline Playhead within the _
|
||||
|
||||

|
||||
|
||||
_Right-click and select **Editing** > **Trim Start** to trim the start of the clip to the playhead_
|
||||
|
||||
If you select clips on multiple tracks, Timeline only trims the selected clips that intersect the playhead.
|
|
@ -0,0 +1,18 @@
|
|||
# Curves view
|
||||
|
||||
The Curves view shows the animation curves for Infinite clips, or for Animation clips that were converted from Infinite clips. Use the Curves view for basic animation editing such as adding keys, modifying keys, adjusting tangents, and changing the interpolation between keys.
|
||||
|
||||
To view animation curves for an Infinite clip, click the Curves icon next to the Track name. To view animation curves for an Animation clip, select the Animation clip and click the Curves icon. The Curves view is similar to [Curves mode](https://docs.unity3d.com/Manual/animeditor-AnimationCurves.html) in the Animation window.
|
||||
|
||||

|
||||
|
||||
_The Curves icon (circled) shows and hides the Curves view for the selected clip_
|
||||
|
||||
The Curves icon does not appear for Animation tracks with humanoid animation or imported animation. To view and edit key animation for humanoid or imported Animation clips, right-click an Animation clip and select **Edit in Animation Window** from the context menu. You can also double-click the Animation clip. The Animation window appears, linked to the Timeline window.
|
||||
|
||||
When in linked mode, the Animation window shows a Linked icon and the name of the Animation clip being edited. Click the Linked icon to stop editing the Animation clip and to release the Animation window from linked mode.
|
||||
|
||||

|
||||
|
||||
_Animation window linked to the Timeline window, indicated by the Linked icon and Animation clip name_
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
# Hiding and showing curves
|
||||
|
||||
For the selected Animation clip, the Curves view includes a hierarchical list of the properties with animation curves. Expand, collapse, select, and deselect the properties in this list to filter which animation curves show in the Curves view.
|
||||
|
||||
For example, to show only the X-axis animation curves for the position of a GameObject, expand **Position**, select the **Position.x** property, and then press F to frame the animation curve for the **Position.x** property.
|
||||
|
||||

|
||||
|
||||
_Curves view showing the animation curve for the Position.x property_
|
||||
|
||||
There are many ways to expand, collapse, select, and deselect animation curves:
|
||||
|
||||
* Click the Triangle icon of a parent property to expand and collapse its list of child properties.
|
||||
* Hold Shift and click to select contiguous properties.
|
||||
* Hold Command/Control and click to select discontiguous properties. Hold Command/Control and click a selected property to deselect it.
|
|
@ -0,0 +1,6 @@
|
|||
# Adding keys
|
||||
|
||||
The Curves view provides the following methods for adding keys:
|
||||
|
||||
* Right-click on an animation curve and select **Add Key**. This method adds a key at the location of the right-click.
|
||||
* Double-click on an animation curve. This method adds a key at the location of the Double-click.
|
|
@ -0,0 +1,6 @@
|
|||
# Deleting keys
|
||||
|
||||
The Curves view provides the following methods for deleting keys:
|
||||
|
||||
* Right-click a key and select **Delete Key** from the context menu. This method does not affect selected keys.
|
||||
* Select a key and either press Delete or right-click and select **Delete Key** from the context menu.
|
|
@ -0,0 +1,9 @@
|
|||
# Editing keys
|
||||
|
||||
Edit a key to change its time, value, or both. The Curves view provides the following different methods for editing a key:
|
||||
|
||||
* Right-click a key and select **Edit** from the context menu to enter specific values for time and value.
|
||||
* Select a key and press Enter to enter specific values.
|
||||
* Select and drag a key to change its time and value.
|
||||
* Drag a key vertically, then press Shift to snap the key on the vertical axis. This changes the value of the key, but not its time.
|
||||
* Drag a key horizontally, then press Shift to snap the key on the horizontal axis. This changes the time of the key, but not its value.
|
|
@ -0,0 +1,27 @@
|
|||
# Changing interpolation and shape
|
||||
|
||||
Every key has one or two tangents that control the interpolation of the animation curve. The term **interpolation** refers to the estimation of values that determine the shape of the animation curve between two keys.
|
||||
|
||||
Whether a key has one of two tangents depends on the location of the key on the animation curve. The first key only has a right tangent that controls the interpolation of the animation curve after the key. The last key only has a left tangent that controls the interpolation of the animation curve before the last key.
|
||||
|
||||

|
||||
|
||||
_The first key (red) only has a right tangent, and the last key (blue) only has a left tangent_
|
||||
|
||||
All other keys have two tangents where the left tangent controls the interpolation before the key, and the right tangent controls the interpolation after the key. By default, tangents are joined. Dragging one tangent affects the position of both tangents, and the interpolation of the animation curve both before and after the key.
|
||||
|
||||

|
||||
|
||||
_Keys that are neither the first key nor last key have joined tangents by default. Dragging either tangent changes the interpolation of the animation curve both before and after the key._
|
||||
|
||||
Dragging a tangent may also change the interpolation mode of the animation curve. For example, most keys are set to the **Clamped Auto** interpolation mode which automatically smooths animation curve as it passes through the key. If you drag a tangent of a key set to **Clamped Auto**, the interpolation mode changes to **Free Smooth**.
|
||||
|
||||
The term **interpolation mode** refers to the interpolation algorithm that determines which shape to use when drawing the animation curve.
|
||||
|
||||
To view the interpolation mode for a key, select the key and right-click. The context menu shows the interpolation mode. To change the interpolation mode for a key, select the key, right-click and select another interpolation mode.
|
||||
|
||||

|
||||
|
||||
_The context menu shows the interpolation mode for the selected key. Use the context menu to change the interpolation mode._
|
||||
|
||||
Some interpolation modes break the left and right tangents so that you can position them separately. When tangents are broken, you can set a separate interpolation mode for the animation curve before the key and the animation curve after the key. For more details on the different interpolation modes, see [Editing Curves](EditingCurves). In the [Animation window documentation](AnimationEditorGuide), the interpolation mode is referred to as **tangent type**.
|
|
@ -0,0 +1,20 @@
|
|||
# Selecting keys
|
||||
|
||||
Click to select a single key. Selecting a key deselects all other selected keys. The Curves view displays the selected key with its tangents.
|
||||
|
||||

|
||||
|
||||
_Click to select a single key. A selected key shows its tangents._
|
||||
|
||||
To select contiguous keys along the same animation curve, click the first key, then hold Shift and click the last key.
|
||||
|
||||

|
||||
|
||||
_Hold Shift and click a key to select contiguous keys_
|
||||
|
||||
There are many ways to select and deselect keys in the Curves view:
|
||||
|
||||
* Hold Command/Control and click to select discontiguous keys. Hold Command/Control and click a selected key to deselect it.
|
||||
* Click and drag on an empty spot in the Curves view to draw a selection rectangle. This selects all keys within the rectangle. Hold down Shift while drawing the selection rectangle to add keys to the current selection.
|
||||
* Double-click a selected key to select all keys on the same animation curve.
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
# Navigating the Curves view
|
||||
|
||||
Use one of the following methods to pan, zoom, resize, or frame the animation curves and keys in the Curves view:
|
||||
|
||||
* To pan, middle-drag, or hold Alt and drag.
|
||||
* To zoom vertically, move the scroll-wheel, or hold Alt and right-drag.
|
||||
* To zoom horizontally, hold Command/Control and zoom vertically.
|
||||
* To resize the Curves view, drag the double line separating the Curves view from the next track in the Track list.
|
||||
* To frame only selected animation curves or selected keys, press F.
|
||||
* To frame all animation curves or keys, press A.
|
||||
|
||||
You can also [use the Zoombar](clp_pan_zoom.md) to pan, zoom, and resize the Clips view.
|
|
@ -0,0 +1,9 @@
|
|||
# Collapsing and expanding Track groups
|
||||
|
||||
To collapse the tracks in a Track group, click the Triangle icon beside the name of the Track group. The tracks are collapsed from view in the Timeline window, not muted. To expand the tracks in a Track group, click the Triangle icon again.
|
||||
|
||||

|
||||
|
||||
_Triangle icon (circled) collapses the tracks in the Game Board Track group. A ghost track visually represents the tracks in the collapsed group._
|
||||
|
||||
You can also press the Left Arrow key to collapse the tracks in a Track group while the Track group is selected. Press the Right Arrow key to expand the tracks in a Track group. If you press the Right Arrow key with a Track group already selected, the selection switches to the first selectable clip on the first track in the Track group.
|
|
@ -0,0 +1,15 @@
|
|||
# Locking Track groups
|
||||
|
||||
You can also lock a Track group to prevent editing its Track sub-groups, tracks, and clips. This is useful when you have finished animating the content within a Track group and you want to avoid inadvertently modifying its tracks or clips.
|
||||
|
||||
You cannot edit the tracks or select the clips in a locked Track group. The Lock icon identifies a locked Track group.
|
||||
|
||||

|
||||
|
||||
_Selected and locked Track group with Lock icon (red circle)_
|
||||
|
||||
To lock a Track group, right-click on the Track group header and select **Lock** from the context menu. You can also select a Track group and press L. You can select and lock multiple Track groups.
|
||||
|
||||
To unlock a Track group, click the Lock icon. You can also select a locked Track group and press L, or right-click and select **Unlock** from the context menu. Tracks in a Track group maintain their individual locked state when you lock a Track group. This means that if you lock a track and then lock its Track group, when you unlock the Track group, the track remains locked.
|
||||
|
||||
For example, the MovingPieces Track group has its first track locked and its second track unlocked. If you lock the Track group, both the first and second track are locked. If you unlock the Track group, the first track remains locked and the second track is unlocked because the first track was already locked before the Track group was locked.
|
|
@ -0,0 +1,28 @@
|
|||
# Using Track groups
|
||||
|
||||
Use Track groups to organize tracks when you are working with many tracks. For example, a Timeline Asset contains an Animation track and an Audio track that interacts with the same GameObject. To organize these tracks, move them into their own Track group.
|
||||
|
||||
To add a Track group, click the **Add** button and select **Track Group** from the **Add** menu. You can also right-click an empty area of the Track list and select **Track Group** from the context menu. A new Track group appears at the bottom of the Track list.
|
||||
|
||||

|
||||
|
||||
_Timeline window with Track group added_
|
||||
|
||||
To rename a Track group, click its name and an I-beam cursor appears. Type the new name for the Track group and press Return.
|
||||
|
||||
To move tracks into a Track group, select one or more tracks and drag over the Track group. The Track group is highlighted. When dragging a selection of tracks, the last selected track type displays beside the cursor. To drop the tracks before a specific track in the Track group, drag until a white insert line indicates the destination.
|
||||
|
||||

|
||||
|
||||
_Release the mouse button when the white insert line appears within the Track group_
|
||||
|
||||

|
||||
|
||||
_Selected tracks are moved to the location of the insert line_
|
||||
|
||||
A Track group can also have any number of Track sub-groups. To add a Track sub-group, either select a Track group and click the **Add** button in the Track list, or click the Plus icon beside the Track group name, and select **Track Sub-Group**. You can also use this menu to add tracks directly to a Track group or a Track sub-group.
|
||||
|
||||

|
||||
|
||||
_Click the Plus icon to add Track Sub-Groups and tracks to Track groups_
|
||||
|
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