Copy Tools

This set of instruments can be used to copy objects' positions and spatial orientation of objects between frames and scenes.
The instruments are available through the Edit menu, and most of them have default hot keys.

Controllers

This function allows you to copy positions and spatial orientations of a selected controller (or a group of controllers) from one frame to another.

Copy (Ctrl + C) - copies positions of selected controllers in the selected frame

Paste (Ctrl + V) - pastes positions of the selected controllers to the current frame

Paste into interval (Ctrl + Alt + V) - pastes the positions of the selected controllers in an entire interval to which the selected frame belongs (interpolation on the interval is changed to Fixed)

Objects can be copied in either GlobalLocal or Relative mode. These modes can be selected on the Copier panel of the Settings tab.

  • In the Global mode, copied object retains its position in the scene.
  • The Local mode uses object's position in relation to its parent.
  • The Relative mode uses object's position in relation to a pivot point, which can be set manually by clicking a controller with the Right Mouse Button. This option is most useful in the Local coordinate mode.

Note

Objects can also be copied between scenes, given the scenes include the same sets of objects.

Intervals

This function copies all positions of a selected object(s) on a selected interval

  • Copy Interval (Ctrl + Shift + C) - copies positions of the selected objects on the selected interval
  • Paste Interval (Ctrl + Shift + V) - pastes positions of the selected objects with the previously copied ones

Timeline Intervals

  • Copy timeline interval - saves a sequence of frames and the interpolation types on the Timeline.
  • Paste timeline interval - the saved interval is pasted to any place on the Timeline. If the saved interval does not fit into the selected part of the Timeline, only the fitting frames will be pasted.

Note

When intervals are pasted on folders, the outcome might not always be correct. In such cases, it’s better to open each of the folders and manually select the Tracks to paste the copied intervals.

Tracks Hierarchy

This option allows you to copy animation tracks (Copy Tracks Hierarchy) from a scene and paste them (Paste Tracks Hierarchy) to another scene.

This feature requires both scenes to include the same set of objects.

Note

Tracks are copied along with the objects that are placed on them. If, for example, you select a Track and a few Joints on in, and then use Copy Tracks Hierarchy, both the Tracks and the Joints on them will be copied. So when you paste the Tracks (using Paste Tracks Hierarchy), copies of these Joints will be placed on them.

Pivot Mode

This parameter defines how the transform data is copied and pasted in reation to the current Pivot Mode setting.
There are two options available:

Fixed means the transform data is copied and pasted relative to the pivot on the current frame:

The yellow sphere’s movement arc on frames 0-20 is copied relative to the blue joint’s pivot on the current frame (frame 0) and then pasted relative to the green cube’s pivot on the current frame.
Subsequently, the sphere’s movement arc remains the same, but is offset relative to the cube’s position on frame 0.

Moving means the transform data is copied and pasted relative to the pivot in all selected frames:

The yellow sphere’s movement arc in frames 0-20 is copied relative to the blue joint’s pivot (standing still in frames 0-20) and then pasted relative to the green cube’s pivot on frames 0-20.
Subsequently, the sphere’s position is offset in each frame, resulting in the whole movement arc being offset.

To use the Pivot Mode correctly, you should also turn on the Relative to pivot setting. Otherwise, the copied data will always be relative to the object itself and not the pivot.

These modes can be used for motion stabilization and mocap cleanup.
For example, if you copy the character’s skeleton animation relative to the root joint on the whole animated interval in Moving Pivot Mode and then paste it in Fixed Pivot Mode on frame 0, the animation will be ‘converted’ from moving to in-place:

 

Examples

Attaching Objects

Transfering Animation

 

See Also

Timeline

Key Frames

Interpolation

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