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.