nyuuzyou/wikis huggingface dataset:
SFM/The Clip Editor

Areas of the Clip Editor:
# The toolbar
# The playhead
# The sequence filmstrip
# An individual shot
The Clip Editor is where you scrub through your playback and manage your shots, sound clips, and effects clips. Your sequence (the blue filmstrip) defines the active playback range, which contains all your shots.
The playhead is the vertical blue line on the timeline. You can scrub through the timeline by dragging the blue arrow at the top of the playhead, or move the filmstrip by dragging the blue box at the bottom of the playhead). Rotate the mouse wheel to zoom in and out.
The timeline displays your sequence, which is your entire movie, defined by the blue filmstrip. Your sequence contains your shots, which are individual entities even though they look like they're connected on the timeline. Underneath the filmstrip are the track groups, which contain sound clips and effects clips.
You can blade, add, delete, move, copy, and paste shots and clips. You can also retime them by making them longer or shorter, creating slow motion or fast motion, or, if they were bladed from a longer shot or clip, changing what part of that longer shot or clip they display or use.
If the length of the filmstrip doesn't match the length of your series of shots, you can move the filmstrip's beginning to the beginning of the first shot either by dragging the beginning of the filmstrip manually, or by pressing + to set the in point. You can also move the filmstrip's end to the end of the last shot either by dragging the end of the filmstrip manually, or by pressing + to set the out point.
Selecting a shot displays the animation sets it contains in the Animation Set Editor. If you select multiple shots, only the contents of the first one you selected will be visible in the Animation Set Editor.
The Clip Editor is also where you work with track groups, whose tracks contain your sound clips and effects clips.
== See also ==
* The Motion Editor
* The Graph Editor
* The timeline
* Manipulating shots
Category:Source Filmmaker
SFM/The Graph Editor

In the Graph Editor, you can work with individual animation curves directly by keyframing them, which gives you fine control over the animation curves. Instead of explicitly selecting time, as in the Motion Editor, in the Graph Editor, you implicitly work with a time selection based on where you place your keyframes.
To create or modify animation curves, you select controls in the Animation Set Editor, and then, in the Graph Editor, you select one (or more) of those controls' components (such as the position on the X axis, or the rotation around the Y axis). You add keyframes to mark points along an animation curve that you want to modify. You can then move the keyframes directly, or you can move a keyframe's tangent handles to modify the shape of the curve between two keyframes. You can also drag markers to move all the keyframes associated with them.
To add keyframes:
# Move the playhead to where you want the keyframes.
# Press . A keyframe will be added to each control at the playhead's location, along with a marker just above the playhead to show where the keyframes are.
# In the viewport, move a control. The Graph Editor will automatically add keyframes for that control at the playhead.
As you work, the viewport updates automatically to reflect your changes. If you move or rotate a selected object in the viewport directly, the Graph Editor will likewise reflect those changes, and will automatically add keyframes for those changes. 
== See also ==
* The Clip Editor
* The Motion Editor
* The timeline
* Keyframing
Category:Source Filmmaker
SFM/The Motion Editor

In the Motion Editor, you can adjust and blend animations for controls. You can work with multiple controls and even multiple animation sets simultaneously, and you can use preset sliders or 3D manipulators to modify them.
You can also select a region of time, and any modifications you make will be applied only inside that time selection. If you select all of time (or infinite time), any changes you make will be applied across the entire timeline. You can also create and modify falloffs for your time selection, to blend animations.
The Motion Editor also contains the floating modification layer, a tool that stores changes as temporary until you decide to keep or discard them.
== What, how, when ==
You can think about manipulating objects in terms of what, how, and when: what controls are selected, how you are manipulating them, and when you want the changes to happen. You can actually do these in any order, but we find this order to be the most efficient.
* What—Select the object(s) you want to manipulate.
* How—Perform the manipulation.
* When—Select the time period you want to be affected by the manipulation.
== Playback in the Motion Editor: preview and review ==
When you're in the Motion Editor, you can preview time without actually moving the playhead by holding down and moving your mouse left and right. When you release , time will jump back to the playhead's location. You can also review just the current shot by pressing +; again, time will return to the playhead's location when the review of the shot is complete.
== Bookmarks ==
The Motion Editor displays curves to represent animation. You can bookmark specific times on those curves and use them to modify the animation. Pressing adds a bookmark at the playhead's current location. The bookmarks appear as small blue marks at the top of the Motion Editor.
You can flatten the animation curves between bookmarks by resampling at them. This averages the values between them and flattens the curves, making them linear.
To resample at bookmarks:
# Place your bookmarks.
# Right-click in the Motion Editor, click Resample, and click At Bookmarks.
== See also ==
* The floating modification layer
* The Clip Editor
* The Graph Editor
* The timeline
* Selecting time
* Creating falloffs
* Puppeteering
* Facial animation
Category:Source Filmmaker
SFM/The Presets panel and the Controls panel

On the right side of the Animation Set Editor are two panels: the Presets panel and the Controls panel. The Presets panel displays preset sliders that you can apply to selected controls. The Controls panel displays those selected controls; the 2D controls have sliders that you can adjust individually.
Depending on the contents of your selected shot, you may see asset-specific preset tabs in addition to the Procedural tab, which is always visible. For example, if you have selected a shot that contains a character model, you'll see Emotion, Phoneme, and Viseme tabs, which you can use to modify facial expressions and lip sync. If your shot contains a camera, you'll see the Lens tab.
If you would like to manually enter numeric values for a control slider, you can double-click it and type numbers in the boxes. 
To apply a preset:
# Select a control (or controls).
# On the Presets panel, drag the preset slider you want to use. When you're starting out, try playing around with Jitter and Smooth.
# Go into the Motion Editor and select the segment of time you want to affect. Because changes aren't committed until you apply the floating modification layer, you can play with the time selection and thus adjust the region of time modified by the preset's effects.
# When you're happy with your changes, press to apply them. (If you don't like the changes, you can instead press to discard them.)
== Working with stereo controls ==
Some facial controls work symmetrically, like a character model's JawV control; you can't set it to animate differently on the left and right sides. Other controls, called stereo controls, can be animated asymmetrically. For example, a character model's Smile control can be adjusted differently for the left and right sides. These stereo controls use stereo sliders.
You can work with stereo controls by using the Balance Slider, which is the L-R slider between the Presets panel and the Controls panel. If you drag the Balance Slider to one side, and then drag a stereo control slider, you will see the single control slider become two smaller sliders, representing different animations on the left and the right.
== See also ==
* List of procedural presets
* Selecting time
Category:Source Filmmaker
SFM/The floating modification layer

The Motion Editor contains the floating modification layer, which is a way of temporarily storing modifications to your animations before committing to them. It enables you to make multiple successive changes to both control modifications and time selections, and then decide to either keep them or discard them. This increases your flexibility in working with your animations.
When you make a change in the Motion Editor, the time selection changes from green to orange. The orange color indicates the presence of the floating modification layer. To keep them, apply them to the timeline by pressing , by selecting something else in the scene, or by saving your session. To discard them, press . When you either apply the floating modification layer to the timeline or discard your changes, the time selection turns green again.
The soft time selecion falloff curve types can be changed by waving the mouse of the falloff and pressing for linear falloff, for dome falloff, for spike falloff or for bell falloff.
Each modification can also be in one of three modes:
 
* Transform, which will apply the manipulation to all the motion in the time selection. Rotating an object in this mode will rotate the motion path as well. A bouncing balloonicorn can be made to bounce up a wall by rotating 90 degrees in this mode.
* Offset, which will add the manipulation to all the motion in the time selection. Rotating an object in this mode will add the rotation into the object. A bouncing balloonicorn can be made to bounce on its side by rotating 90 degrees in this mode.
* Overwrite, which will automatically delete the motion in the time selection and set it to the current manipulation. This mode also overwrites the motion in the time selection falloff by creating a clean motion curve depending on the falloff curve type. A bouncing balloonicorn will hold still on its side by rotating 90 degrees in this mode.
You can switch modes by using the drop-down list on the left side of the Motion Editor's toolbar.
== See also ==
* The timeline
Category:Source Filmmaker
SFM/The rotation manipulator

To adjust an object's rotation, click the rotation manipulator button () in the lower-left corner of the viewport, and then drag one of the axis rings that appear around the selected object (green, red, or blue). Drag the outer light blue ring to rotate the object in screen space (the ring turns yellow when you hover over it). Drag in the middle of the manipulator to rotate in multiple directions simultaneously.
== See also ==
* Manipulating objects overview
* The translation manipulator
* The screen manipulator
Category:Source Filmmaker
SFM/The screen manipulator

You can both translate and rotate an object with the screen manipulator. Click the screen manipulator button () in the lower-left corner of the viewport.
Move the object around the world 	Drag the yellow translation square in the center (hold down to drag the object relative to the map's surfaces).
Rotate the object relative to the screen	Drag the outer orange ring.
Free-rotate the object 	Drag in the space between the yellow square and the orange ring.
The same hotkeys that work with the translation and rotation manipulators also work with the screen manipulator. Holding down while you drag the center moves the object along the world's surfaces; holding down while you drag the ring rotates the object relative to the screen. Holding down while you translate snaps the object to nearby joint controls, and holding down while you translate moves the object closer or farther away.
== The pivot handle ==
You may want to rotate an object around a point that is not its center. You can set this point by using the pivot, which is part of the screen manipulator.
The screen manipulator has a pivot handle (the small orange bump on the left of the orange ring). Drag the pivot handle to move the screen manipulator off the object. Where you release the pivot handle determines the point around which the object will now rotate. If you grab the pivot handle, hold down , and move the manipulator around with the pivot handle, you'll see a small yellow circle and line indicating where the new pivot point will snap to along surfaces in the map. You can also use to move in depth, and to snap to nearby controls, just as you can with the translation manipulator.
To snap the screen manipulator back onto the object, double-click the pivot handle.
== See also ==
* Manipulating objects overview
* The translation manipulator
* The rotation manipulator
Category:Source Filmmaker
SFM/The translation manipulator

To adjust an object's location, click the translation manipulator button () in the lower-left corner of the viewport. You can drag the arrows that appear at the axes of the selected object, drag the circles to move the object along a specific plane, or drag the blue square at the center of the arrows to move the object in screen space.
When you're dragging the blue square in the middle, you can also use one of three modifiers. Holding down while you drag moves the object along the world's surfaces. Holding down while you drag snaps the object to nearby joint controls. Holding down while you drag moves the object closer or farther away.
== See also ==
* Manipulating objects overview
* The rotation manipulator
* The screen manipulator
Category:Source Filmmaker
SFM/The viewport

Areas of the viewport:
# 3D manipulator buttons
# Playback buttons, including Record and Play
# Active camera button
The viewport is where you load (or unload) your map, and it's also where you watch your scene's playback. It displays the frame on the timeline that the playhead is currently on, so it updates as you scrub back and forth through the timeline.
The active camera button in the lower-right corner of the viewport indicates which camera you're currently using: either the scene camera or the work camera.
== The viewport, the timeline, and the Animation Set Editor ==
You can select animation controls in the viewport, but only under certain specific conditions: with the timeline in Motion Editor or Graph Editor mode, and with the playhead inside the currently selected shot. You can't select controls in the viewport if the timeline is in Clip Editor mode.
In addition, because the viewport displays the current frame that the playhead is on, the playhead may not be inside the currently selected shot, and the currently selected shot determines what's displayed in the Animation Set Editor, what you see in the viewport may not correlate with what you see in the Animation Set Editor. If this happens, you won't be able to select controls in the viewport, because they're not currently active in the Animation Set Editor. To fix this, move the playhead inside the selected shot.
Selecting controls in the viewport automatically also selects them in the Animation Set Editor, and populates the Controls panel with them. When you drag the control sliders, you'll see the control's animation update in the viewport.
== See also ==
* The Animation Set Editor
* The timeline
Category:Source Filmmaker
SFM/The viewport as manipulator

You can use the viewport as a camera or light manipulator. To use it as a camera manipulator, select the scene camera's animation set in the Animation Set Editor, and navigate in the viewport; this adds the movements you make while navigating to the scene camera's animation set.
If your scene camera has animation but no animation set because it was created as part of a gameplay recording, you can add an animation set for it in the Animation Set Editor. Then, you can select it and manipulate it with the viewport.
To use the viewport as a light manipulator, drag the light's animation set from the Animation Set Editor into the viewport. The active camera button's label will change to reflect that the viewport is now manipulating a light.
== See also ==
* Cameras overview
* Adding a scene camera
* Navigating with the camera
Category:Source Filmmaker
Category:English
SFM/Track groups

Parts of a track group:
# Track group
# Track
# Sound clip
# Effects clip
Your movie can contain more than just video and sound captured from gameplay and animations you create manually. It can contain additional sounds and visual effects. These are added as clips, which are stored in individual tracks, each of which is inside a track group.
You can find track groups on the timeline, in the Clip Editor, underneath the sequence of shots.
When you add a sound clip and align it with a specific shot, you probably don't want to lose that alignment if you move the shot. To prevent this from happening, a clip is automatically locked to the shot in which it starts playing. You can move a clip without moving the shot, but if you move or scale the shot, you move or scale the clip too.
You can unlock a track or track group by clicking its lock icon (), which will change to unlocked (). Unlocking a track stops the clips in it from moving with the shots they're associated with; unlocking a track group unlocks all tracks inside it. Click the icon again to relock a track or track group.
You can also turn off the playback of sound or effects clips by deselecting the check box next to the track group's name ().
You can rename or delete existing track groups by right-clicking the track group and choosing Rename or Delete.
You can create, copy, paste, or delete an existing sound clip in a track by right-clicking the sound clip and then choosing the action you want.
To show the waveform even when a sound clip is not selected	Right-click the clip and click Show Waveform.
To hide the waveform when a sound clip is not selected 	Right-click the clip and click Hide Waveform.
To mute one or more selected sound clips 	Right-click the clip (or one of the selected clips) and click Mute Clips.
To unmute one or more selected sound clips 	Right-click the clip (or one of the selected clips) and click Unmute Clips.
To mute a track 	Right-click the track and click Mute Track.
To unmute a track 	Right-click the track and click Unmute Track.
To mute everything 	Click the mute button () in the upper-right corner of the timeline.
To unmute everything 	Click the struck-through mute button () in the upper-right corner of the timeline.
To adjust the height of a selected sound clip's waveform. 	Hold down and rotate the mouse wheel.
To raise or lower the pitch of a sound clip 	Hold ++ and drag the clip (just like creating slowed or speeded motion for film clips)
== Adjusting volume ==
You can adjust the volume of a track group, track, or clip by right-clicking it and clicking Set Volume. Setting the volume of a track group or track sets the volume of all the clips it contains.
== See also ==
* Working with sound
* Adding sound clips
Category:Source Filmmaker
SFM/Video editing overview

A movie is a story told through a sequence of shots synchronized with sounds, and editing is the art of creating that story out of those shots and sounds. Ultimately, an editor creates the final version of the movie you see in theaters.
The SFM was developed with editing as its central feature, which means it has powerful editing options, including the ability to work extensively with time. You can add and remove shots, move them on the timeline, stretch and compress them, and copy and paste them.
Because what you're working with is 3D motion data instead of static images, you have nearly infinite flexibility to make any changes at any point in creating your movie.
== See also ==
* Working with shots
* Manipulating the timeline
* Working with sound
* Working with effects and overlays
Category:Source Filmmaker
SFM/Working with IK rigging

When you're working with skeletal animation, the skeletal joints exist in a hierarchy: when you move the parent, you move the children. Thus, when you rotate the lower arm, the hand moves with it. But sometimes, you may want to move a parent joint without moving its children. For example, if the hand is holding a doorknob, you may want to leave it in place even if the lower arm rotates. That's when you use inverse-kinematic, or IK, rigging (as opposed to forward-kinematic, or FK, rigging).
IK rigging is a way to temporarily change the hierarchy of the joints, so that you can move only the body parts that you want to move, without affecting other parts further down the chain.
To create an IK rig for a TF2 character:
* Right-click on the character's animation set, click Rig, and click rig_biped_simple. Note that the controls visible in the Animation Set Editor have changed. The original controls still exist, but they are now hidden. You can display them by right-clicking in an empty space in the Animation Set Editor, or by clicking the tools icon in the upper-right corner of the Animation Set Editor (), and then clicking Show Hidden Controls.
Even though the model now has an IK rig, the existing animation is unchanged. However, if you rotate a joint control after applying an IK rig, you'll see that the parent relationships between the joint controls have changed.
Now that you've created an IK rig, you can rotate specific body parts (like the pelvis) without affecting the rotation of other body parts (like the hands and feet). You can lock also joint controls to the world in the Animation Set Editor to make sure they don't move when you rotate other joint controls.
To remove an IK rig from a TF2 character:
* Right-click on the character's animation set, click Rig, click Detach Rig, and click rig_biped_simple.
== See also ==
* Working with objects
* Making custom rigs
Category:Source Filmmaker
SFM/Working with lighting

By default, the SFM uses the same lighting as the game, so if you're working with a Team Fortress map, you get Team Fortress lighting. You can adjust the lighting by adding new lights and light kits.
To add a new light to a shot:
* In the Animation Set Editor, click the plus button, and click Create Animation Set for New Light. The light appears oriented to the scene camera.
To add a light kit containing a key, fill, rim, and bounce light to light a character:
* In the Animation Set Editor, select the joint control you want to illuminate, right-click it, click Dag Utilities Menu, and click create_lights. This creates animation sets for four lights (keyLight, bounceLight, fillLight, and rimLight), and also one for lightKit.
You can select the light kit's animation set and adjust its rotation and translation with the 3D manipulators; rotation adjusts the direction in which the light shines. You rotate and translate lights the same way you rotate and translate other objects.
Adjust brightness 	Drag the Intensity slider
Adjust its color 	Drag the color sliders
Make it volumetric 	Right-click on its animation set in the Animation Set Editor, and clicking Enable Volumetrics.
Adjust volumetric intensity	Drag the volumetricIntensity slider
To lock a light to a character in motion:
# Select the light (or light kit) in the Animation Set Editor.
# Position the light where you want it.
# Lock the light to the character by dragging the appropriate joint control (like its head) from the character's animation set onto the light kit's animation set.
# Drag the playhead until the light is in a position you like relative to the character.
# Apply the Playhead preset to the light to remove the counter-animation and thus allow it to move along with its parent.
== See also ==
* Final Picture overview
* Working with locks
Category:Source Filmmaker