The Universal Channel Editor is available exclusively through Batch. The channels include most nodes present in the Batch
schematic, allowing you to create animations simultaneously for a variety of nodes. You can create animations for multiple
nodes without entering and exiting various modules. Using the Universal Channel Editor, you can create animations between
nodes so that, for instance, the animation of a garbage mask is synchronized with the animation of a colour correction.
Examples of the animation tasks you can accomplish using the Universal Channel Editor are listed as follows:
- Link cameras between multiple Action nodes, allowing you to synchronize multiple camera views in the scene. Such a task would otherwise be impossible when working
in Action alone.
- Use expressions to apply the position, rotation, and scaling data of an axis in Action to control the RGB motion blur of another clip in the Batch process tree. In this way, you can create a complex animation
quickly while exploring the benefits of using Batch and expressions in the Universal Channel Editor.
- Use tracking position x and y values from an Action node to control the left and right offset values in a Resize node, allowing you, for example, to create an effect of an animated
miniature layer that might appear in a 3D object television set.
- Link colour correction animations to several segments in an assembled clip, allowing you to create a multi-sequence composite—a
soft clip. See Linking Animation to Several Branches.
To access the Universal Channel Editor:
- Access the Batch menu.
- In Batch, assemble clips and nodes in the schematic.
See Assembling a Process Tree to learn how to assemble clips and nodes.
- Click Animation and swipe the bar at the right side of the menu to view the Universal Channel Editor.
All nodes present in the schematic appear in the Universal Channel Editor.