2010

Table Of Contents
Reusing clips within Trax
You can save and reuse clips for future use. You can key specific types of
motion or attribute effects, save them as clips, and reuse the clips for other
characters.
When you reuse a clip created for one character and apply it to another, the
clip attributes must be mapped to correspond between the two characters. For
more information, see Mapping animation between characters in the Maya
Help.
In this lesson, you work with clips created for this aircraft animation. The
clips contain animation to make the aircraft shift to the left and right and
bank left and right.
To load a clip from disk
1 From the Trax menu, select File > Import Animation Clip.
The File Browser appears. When importing a clip, the File Browser defaults
to the clip directory of your current project.
2 Find the clip file named Bank_Left.ma in the GettingStarted/Anim/clips
directory.
3 Select the file named Bank_Left.ma and click the Import button.
The clip is imported and appears in the Outliner named as
Bank_LeftSource to indicate it is a source clip.
4 Repeat steps 1 and 2 to import the clips Bank_Right, Shift_Left and
Shift_Right.
When you have finished, four new clips appear in the Outliner as source
clips. In the steps that follow, you place and position the clips on tracks
in the Trax Editor.
NOTE When you import clips they also appear in, and can be accessed from,
the Visor (Window > General Editors > Visor). The Visor is a graphical interface
that allows you to import items that reside on disk or in your current file (
such as files, textures, clips, or poses). Clips that are assigned to a character
in Trax will appear listed under the Character Clips tab in the Visor. Clips that
have not yet been placed on a track will appear listed in the Visor under the
Unused Clips tab.
Reusing clips within Trax | 253