You can also edit an Action by selecting the Action in the NLA editor then pressing the TAB key. It will turn green and allow you to edit keyframes. Then just TAB out and your done. This method might be a bit simpler. Great video!
Hi Christopher Thanks for your work I just don't understand why you add the armature modifier. If we select the vertex and give the same name to the bones that means that the mesh are connected to the armature. So what the point of adding the armature modifier ?
Because the Armature modifier tells the bones which object to attach to. If you have multiple objects that have the same vertex names, you wouldn't want the armature to affect all of them.
@@nikolas4749 Yeah, this is why I mentioned in the video that it can be initially somewhat confusing to see Armature appear in several locations. But once you realize the modifier is what binds the bone names and the vertex groups together, it makes sense.
The best blender package professor on YT.
You explained it so thoroughly. I had tried to use in the past unsuccessfully. You're amazing. I'm definitely starting deepening into NLA.
as with every video, the explanations are crystal clear 👌
Can't wait for part 3. Excellent! Thank you so much!
Thanks. I've recorded part 3 and hopefully will have it up tomorrow.
You can also edit an Action by selecting the Action in the NLA editor then pressing the TAB key. It will turn green and allow you to edit keyframes. Then just TAB out and your done. This method might be a bit simpler. Great video!
Awesome, thanks for the tip. Blender is like a Swiss army knife, all kinds of options hidden away.
You should get paid for this.
Thanks!
Hi Christopher
Thanks for your work
I just don't understand why you add the armature modifier.
If we select the vertex and give the same name to the bones that means that the mesh are connected to the armature.
So what the point of adding the armature modifier ?
Because the Armature modifier tells the bones which object to attach to. If you have multiple objects that have the same vertex names, you wouldn't want the armature to affect all of them.
@@christopher3d475 ah I though that it would be done when you assign the vertex group to the bones
@@nikolas4749 Yeah, this is why I mentioned in the video that it can be initially somewhat confusing to see Armature appear in several locations. But once you realize the modifier is what binds the bone names and the vertex groups together, it makes sense.
@@christopher3d475 Thank you christopher