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Cutting, copying, and pasting object channels – Grass Valley Xstudio Vertigo Suite v.4.10 User Manual

Page 180

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Xstudio User Manual

7-37

Animating scene objects

Cutting, copying, and pasting object channels

The C

UT

command allows you to remove (cut) an object channel from one animation and

add (paste) it into another animation using the P

ASTE

command. Similarly, the C

OPY

command allows you to duplicate (copy) an object channel from one animation and add
(paste) it into another animation. In both cases, the copied/cut object channel retains all of
its characteristics (i.e. property channels and keyframe settings).

One caveat regarding using the Copy and Paste commands is that the same object channel
cannot exist twice in the same animation. In other words, you cannot use the P

ASTE

command to add an identical object channel to the same animation. However, the P

ASTE

G

ENERIC

O

BJECTS

command does provide a solution to this situation. The P

ASTE

G

ENERIC

O

BJECTS

command allows you to paste an existing object channel in the same animation

as a generic placeholder. You can then assign an object of the same type from the Scene
Tree to the generic object animation by dragging the desired object from the Scene Tree
onto the generic object. The object from the Scene Tree replaces the generic object in the
scene animation and its animated properties are now identical to the other object animation.

The P

ASTE

G

ENERIC

O

BJECTS

command is also quite useful for copying object animations

between scenes since you can paste an object animation from one scene to another and
then associate it with an object of the same type.

When the copied/cut property channel is pasted to its new location, if there is a conflict
between the pasted channel and an existing channel in the animation (i.e. the same type of
property channel already exists in the object animation where you are trying to paste
another one), the C

HANNEL

C

ONFLICT

dialog box appears and asks if you want to overwrite

the existing channels. Click Y

ES

to apply the new property channel, or click N

O

to retain the

old property channel.

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