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Home: Inferno
Working with Motion Path Tangent Handles
Animation
Synchronizing Animations
Creating Animation Sequences Across Nodes in Batch
The Universal Channel Editor
is available exclusively through Batch. The channels include most
nodes present in the Batch schematic, allowing you to create animations
simultaneously for a variety of nodes. You can create animations
for multiple nodes without entering and exiting various modules.
Using the Universal Channel Editor, you can create animations between
nodes so that, for instance, the animation of a garbage mask is
synchronized with the animation of a colour correction.
Examples of the animation tasks you can accomplish
using the Universal Channel Editor are listed as follows:
- Link
cameras between multiple Action nodes, allowing you to synchronize
multiple camera views in the scene. Such a task would otherwise
be impossible when working in Action alone.
- Use
expressions to apply the position, rotation, and scaling data of
an axis in Action to control the RGB motion blur of another
clip in the Batch process tree. In this way, you can create a complex
animation quickly while exploring the benefits of using Batch and expressions
in the Universal Channel Editor.
- Use
tracking position x and y values from an Action node to control
the left and right offset values in a Resize node, allowing you,
for example, to create an effect of an animated miniature layer
that might appear in a 3D object television set.
- Link
colour correction animations to several segments in an assembled
clip, allowing you to create a multi-sequence composite—a
soft clip. See
Linking Animation to Several Branches.
To
access the Universal Channel Editor:
- Access
the Batch menu.
- In
Batch, assemble clips and nodes in the schematic.
See
Assembling a Process Tree to
learn how to assemble clips and nodes.
- Click
Animation and swipe the bar at the right side of the menu to view
the Universal Channel Editor.
All nodes present in the schematic appear in
the Universal Channel Editor.