After you create a Animation Source, and bring it into the Time Editor, it becomes a clip on a track. A clip, which is the animation building block of the Time Editor, is an
instance of the source. This lets you create unlimited clips from a single Animation Source. When you modify a clip, the Animation Source is not changed. However, if you modify the
Animation Source, every clip that refers to it is affected.
Important: When an Animation Source is being reused elsewhere in the Time Editor, all instances of its title are
italicized. This is to help you avoid modifying the clip if you modify an Animation Source clip in a composition. Be careful not to open the
Graph Editor and move a key on the animation, or you will change the
source animation.
To create a version of an Animation Source so you can make edits to, right-click the clip and
Make Animation Source Unique from the
Time Editor clip contextual menu. This lets you make the selected Animation Source independent from its originating clip.
Think of clips as containers that hold animation or audio on a track. You can have multiple clips on a track but they must be all the same track type, that is, animation or audio. See
Time Editor Clip contextual menu for a list of operations you can perform when you right-click a clip in the Time View.
Note: The smallest size a Time Editor clip can be is 8 pixels. You can change the default clip size in the
Minimum clip width field in the
Animation (settings) Preferences.
Note: Special symbols appear at the trimmed or expanded edge of a clip to show the state of the animation contained inside. See
Time Editor clip symbols for more
Animation clips
Animation clips are the building blocks of the
Time Editor. Think of clips as a collection of animation curves for a keyable object, such as a character, camera, object, material and so on. If you can keyframe it, it can be an animation clip. See
Edit Time Editor clips.
When you create an Animation clip in the
Time Editor, ensure that you have select the object's complete hierarchy. You can select simple animated objects from the viewport, but if the object you want to create a clip from has any related attributes, such as a character rig, use the Outliner.
To create an animation clip from a simple object or attribute
- Select the object/attribute in the viewport or
Outliner.
- In the Time Editor, select
from the
Time Editor menu bar to open the
Add Animation to the Time Editor options.
- In the
Add Animation to the Time Editor options, specify settings such as the clip name, where the animation to is to reside, what animation you want the clip to contain (for example, keyed or constraint animation), and the animation clip length.
- Click
Apply and Close. A clip is added to the
Time Editor.
You can select simple animated objects from the viewport, but if the object you want to create a clip from has any related attributes, such as a character rig, ensure that you activate the
Include Entire Hierarchy option in the
Add Animation to the Time Editor options to import all the currently keyed elements. If you object has keyable elements that are not animated but you want to include in the Animation clip (for potential animation later) also activate the
Static (i.e. edited but not Keyed) option.
- Expand a clip's hierarchy
-
Note: While expanding clip hierarchies is done in the Track's Roster controls, it is considered a clip operation as it shows the associated keyframes.
You can view a clip's hierarchy, exposing the keyframes in the animation.
-
-
To expand a clip's hierarchy
- Click the arrow next to the clip name. In the Roster controls, a new series of hierarchy arrows appear, colored the same as the selected clip.
- Expand each arrow to progress through the selected clip's animatable attributes.
- Change a clip's color
-
Pose clips
A Pose clip is a single-frame capture of an object or attribute state that you can use to create animation. You can blend Pose clips with transitions to create animation.
To create a Pose clip, click
in the
Time Editor toolbar.
See
Create animation from Pose clips.
Audio clips
Audio clips are green in the Time Editor Time View.
To create an Audio clip, select
from the
Time Editor menu and browse for an audio file, or right-click the Track area and select Audio Track from the
Time Editor Track contextual menu.
Drag audio clips in from the file browser to add them to the track.
Note:
- Only
.wav and
.aiff formats are supported by the Time Editor.
- Maya's response time can be slow when you make multiple edits to an audio clip. This is because a node is created in the Node Graph for each cut section of the clip, which causes the Evaluation Graph and Playback Cache to rebuild. If this slowdown occurs, disable
Cached Playback
.
- You can only hear audio playback in the Time Editor when the
Playback Speed is set to
24 fps x 1 (or Real-time). To do this, right-click the Maya
Time Slider to access the
Animation Controls menu.
Clip Layers
You can create layers on Time Editor clips, so you can modify the existing clip animation. See
Add Clip Layers to the Time Editor and
Animate on layer clips. They behave similarly to Maya
Animation Layers but are exclusive to Time Editor clips because you cannot drive Time Editor animation with both Animation Layers and Clip Layers as this creates conflicts.
Layer clips have a Clip Layer icon
next to the name. Click this to expand the Layer view.
You can create a Clip Layer the following ways:
- Select the layer clip and click the Create Override Layer
or Create Additive Layer
icons in the
Time Editor toolbar.
- Right click a clip and select
Create Override or
Create Additive from the
Clip Layer contextual menu.
Note: If a clip is created from a driven object, a layer clip with all the driven Attributes is created by default.
The "Create Layer Clip" dialog box appears, letting you name the layer clip and add the object's attributes to the layer. Use the options to import only attributes or animation of these attributes.
Tip:
To key on a Clip Layer, select the Layer so the Active Clip field in the
Time Editor toolbar displays the correct layer, or right-click a layer clip and select
Set Active Layer. See
Key on Clip Layers. The active clip layer is outlined in red.
You can group-select multiple Clips/Group clips and/or the appropriate scene objects and create a Layer clip.
Drag a Clip Layer in the track view to rearrange them. Remember that reordering clips affects clip evaluation, which is also dependent on the blend mode and weighting. Right-click a layer to set blend modes and merge layers in the
Clip Layer contextual menu. You can also edit a layer's attributes.
See
Add Clip Layers to the Time Editor.
Note: Be careful to use only the attributes you want an Override layer to drive, otherwise objects on your rig may be unintentionally pinned. Whenever you select a part of a character rig to create an Override layer, you create new animation based on the current pose; any inadvertently-selected nodes included with the layer will appear pinned at the current frame. See
Animate HumanIK characters in the Time Editor for more on Override and Additive layers on HIK rigs.
Group clips
A Group clip is clip made up of many clips packaged together to which you can apply edit functions. Shift- or drag-select to grab clips, and click Create Group
icon on the Time Editor toolbar or select
from the
Time Editor menu bar.
Click the arrow on the Group clip to view the contents. For how to create a Group clip, see
Combine clips into Group clips.
You can import FBX files with multiple takes into one Group clip. See
Import Multiple Takes in the Time Editor.
Note: Grouping a clip does not mean that you no longer have access to the clips inside the Group. See
Edit Clips inside a Group.
Once you create a Group clip, you can move, scale, copy, loop, and create transitions for it. The position and any transitions, clip effects, etc. you applied to the individual clips inside the Group remain intact.
To ungroup a Group clip, click
, or select
from the
Time Editor menu bar.