Removes the selected animation clip from the Trax Editor and stores it in your system’s virtual clipboard. See Cut, copy, and paste clips.
Select a Paste Method if you want to paste the copied or cut animation clip to a different character.
Only copy and paste clips between characters if they have been mapped. See Map one character to another.
Select this option only if you plan on exporting the target character’s character map. See Import or export animation clips.
When on, the copied clip will be pasted in the source clip’s track at the position of the Trax current time indicator. For example, if the Trax current time indicator is at frame 40, then when you paste the clip it will appear at frame 40.
If a clip already occupies the time specified by the current time indicator, then a new track is created and the copied clip is inserted there.
Splits the selected animation or geometry cache clip into two separate clips. See Split clips.
By default, the first new clip that is generated is named Start and the second new clip is named End. Also, if you split animation clips, the two new source clips are named clipnStartSource and clipnEndSource.
For animation clips only. Specifies the status of the selected clip’s source clip after it is split.
When on, the selected clip will be split at the time you specify in the Split Time field.
You cannot split a cycled clip. You need to first merge the clip (with no other clips) before you can split the clip. See Merge clips.
Merges the selected animation cache clips. See Merge clips.
Clips can be merged within a track, or clips from separate tracks can be merged. The clip that begins first becomes the first section of the merged clip. When clips that overlap in time are merged, their animation is blended automatically.
To merge geometry cache clips, see Merge geometry cache clips.
When creating a geometry or nCloth cache, one sample of your object’s deformations is taken every frame and saved to your cache by default.
Evaluate every frame(s) specifies how often samples are taken during geometry or nCloth cache creation. For example, a value of 2 caches the deformations or simulation of the current object at every other frame of the Cache Time Range.
Save every evaluation(s) specifies which samples are saved during geometry or nCloth cache creation. For example, a value of 2 specifies that only every other sample specified by the Evaluate every frame(s) option is saved to your geometry or nCloth cache.
For more information, see Geometry cache creation.
When on, creates a copy of the selected animation clip whose duplicate animation is independent of the original clip’s source animation. This means you can edit the animation on this new clip and it won’t affect the animation on your original clip—it will only affect the duplicate.
When off, creates a copy of the selected animation clip whose duplicate animation is dependent on the original clip’s source animation. This means any modifications made to the original clip’s animation are propagated to the duplicate clip.
Set one of the following options:
Places the duplicate clip in the Visor only.
Put Copy in Visor Only is available only when Duplicate Input Connections is on.
When you place clips in the Visor, you can then view and access them from the Outliner. See Use the Outliner with Trax for information on viewing clips in the Outliner.
Lets you select a Quick Select Set. When you select a Quick Select Set in Trax, the animation or geometry cache clips that are part of the set you select are quickly loaded and displayed in the track view area.
For information on creating a Quick Select Set of clips, see Quick Select Set.
Lets you define the object on which you want to base the offset between clips.
For example, if you plan to blend several clips of a character's walk and run cycles together, select the Hips node (or other parent of the character hierarchy) as the offset object. See also Animating HumanIK characters in Trax if you are working with HumanIK characters. (See also Match poses and align clips.)
Lets you specify which object you want to view as a clip ghost in the scene. The clip ghost displays as a 3D wireframe of the first and last poses in the clip, as well as a single line that indicates the trajectory of the animation. See also Display clip ghosts.
For example, select the root object of a character’s skeleton as the clip ghost to view an outline of the character’s pose at the start and end of the clip.
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