Trax Editor Edit menu

Undo
Deletes your last action in the Trax Editor.
Redo
Repeats the last action you previously deleted in the Trax Editor.
Cut
For animation clips only.
Removes the selected animation clip from the Trax Editor and stores it in your system’s virtual clipboard. See Cut, copy, and paste Trax clips.
Copy
For animation clips only.
Copies the selected animation clip in the Trax Editor and stores the copy in your system’s virtual clipboard.
Paste
For animation clips only.
Pastes the copied or cut animation clip from your system’s virtual clipboard to the highlighted Character in the Trax Editor.
Select Edit > Paste > to open the Paste Clip Options:
Paste Method
Select a Paste Method if you want to paste the copied or cut animation clip to a different character.
Note: Only copy and paste clips between characters if they have been mapped. See Map one character to another.
By Attribute Name
Pastes attribute values to the matching attribute names of the target character set. Object names are ignored.
By Attribute Order
Pastes attribute values to the target character set based on the descending order of attributes in the Channel Box.
By Node Name
Pastes attribute values to the matching object and attribute names of the target character set.
By Character Map
Select this option only if you plan on exporting the target character’s character map. See Import or export animation clips.
Start Frame
Specifies where the copied animation clip will be pasted.
Current Time
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.
Timeline Start
When on, the copied clip will be pasted at the current scene’s Playback Start Time. For example, if the current scene’s Playback Start Time is frame 10, then the copied clip will be pasted at frame 10.
Clipboard Start

When on, the copied clip will be pasted in a new track at the start frame of its source clip. For example, if you copied a clip whose start frame is frame 15, then a new track would be created and the copied clip would be inserted in that track at frame 15.

Split
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.
Click Split > to open the Split Clip Options.
Split Clip Options
Source Clip
For animation clips only.
Specifies the status of the selected clip’s source clip after it is split.
Delete Original Source
When on, the selected clip’s source clip will be deleted from the Visor. Use this option if you know you have no further use for the source clip.
Keep Original Source
When on, the selected clip’s source clip will be retained in the Visor. Use this option if you know you will need to use the source clip sometime in the future.
Split Time
Sets where to split the clip.
Current Time
When on, the selected clip will be split at the position of the Trax current time indicator.
Note: 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.
Specify Time
When on, the selected clip will be split at the time you specify in the Split Time field.
Time Value
Lets you specify a custom time at which the clip will be split. This field is only available when Specify Time is active.
Merge
For animation clips only.
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.
Click Merge > to open the Merge Clip Options.
Merge Clip Options
Name
Lets you enter a name for the merged animation clip.
Merged Clip
Set one of the following options:
Add to Trax
Merges the animation clips selected in the track view area. You can only merge clips from the same character.
Add to Visor Only (Keep Originals in Trax)
Merges the animation clips selected in the track view area, stores this merged clip in the Visor, and retains the selected clips in Trax.
Merge Cache Clips
For geometry or nCloth cache clips only.
Click Merge > to open the Merge Clip Options.
Merge Cache Clip Options
Cache Directory
Specifies the location on your server or local disk to which the merged geometry or nCloth cache you want to create is saved. Click the folder icon () to browse to a different directory.
Name
Specifies the base name for the merged geometry or nCloth cache clip you want to create. By default, the base name is mergedClip.
File Distribution
Set one of the following options:
One File Per Frame
Specifies that one merged geometry or nCloth cache file per frame of the specified Cache Time Range is created.
One File
Specifies that one merged geometry or nCloth cache file for the specified Cache Time Range is created.
Evaluate every frame(s) and Save every evaluation(s)
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.
File Clean Up: Delete cache files after merge
Specifies that all your enabled geometry or nCloth cache nodes are deleted when the merged cache clip is created. However, your geometry or nCloth caches on disk are preserved.
Trim Before

Removes the segment of the selected animation or geometry cache clip that comes before the Trax current time indicator’s position.

Trim After

Removes the segment of the selected animation or geometry cache clip that comes after the Trax current time indicator’s position.

Duplicate
For animation clips only.
When you duplicate an animation clip, a new track is generated and a copy of the clip is added to this track.
Click Duplicate > to open the Duplicate Clip Options.
Duplicate Clip Options
Duplicate Input Connections
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.
Duplicate Input Connections is off by default.
Copy
Set one of the following options:
Put Copy in Visor Only
Places the duplicate clip in the Visor only.
Put Copy in Visor Only is available only when Duplicate Input Connections is on.
Note: 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.
Put Copy in Trax Editor and Visor
Places the duplicate animation clip in both the Trax Editor and the Visor.
Put Copy in Trax Editor and Visor is available only when Duplicate Input Connections is on.
Time Warp
Set one of the following options:
Duplicate Time Warp Curve
When on, an independent copy of the selected animation clip’s time warp curve is created for the duplicate clip. This is useful, for example, when you want a group of characters to all have the same run cycle animations, but you want each of the characters to run at a different speeds.
Instance Time Warp Curve
When on, a dependent copy of the selected animation clip’s time warp curve is created for the duplicate clip. Any changes you make to the original clip’s time warp curve are propagated to the duplicate time warp curve.
Instance Time Warp Curve is on by default.
No Time Warp Curve

When on, the selected clip’s time warp curve is not copied to the duplicate clip.

Copy Channel Offsets
Lets you apply the current channel offset settings from one animation clip to another. This is useful when you want multiple clips to have the same offset settings.
Note:
  • The source and destination clips must belong to the same character.
  • The source and destination clips must have common channels.
  • You cannot copy clip channel offset settings from one source clip to multiple destination clips.
Quick Select Sets
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.
Group
For animation clips only.

Creates a group under the current character and places the selected animation clips in tracks under that group.

Ungroup
For animation clips only.

Removes the selected group from its character and places the group’s tracks directly under its character or parent group.

Set Clip Ghost Root
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 and edit 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.
Note: As of Maya 2014, the character set automatically determines the offset objects (or roots) of a character. If the offset object is outside the DAG hierarchy but connected to it, Maya does not identify it as a root to your character.