![nuke 10 tutorail nuke 10 tutorail](https://i.ytimg.com/vi/65QkIydYMSQ/maxresdefault.jpg)
This works with all nodes, whether they be 3D or 2D.
![nuke 10 tutorail nuke 10 tutorail](https://i.ytimg.com/vi/aRKR4QLQzrE/maxresdefault.jpg)
Each keyframe is represented by a gray dot in its position in time, and you can view your key parameters either at root level, at its most simplistic form, where each entry represents a node and demonstrates all of its animated parameters within it, or if you need to do more complex tweaking, you can then dial down inside of each node to view each individual keyed parameter. Now, the Dope Sheet greatly simplifies this by offering a view of keyframes over time without their corresponding curves. Soon it becomes cluttered and it becomes difficult to isolate which keyframe is relevant to which parameter. This is often due to having multiple parameters and multiple animation curves open at once in the Curve Editor for reference. Until now, our main method of manipulating keyframes and animation times inside of Nuke has been in here - the Curve Editor, which is an excellent interface for crafting animation curves, but is far less suited to accurate manipulation of keyframe timings.
![nuke 10 tutorail nuke 10 tutorail](https://www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/article-images/Article-image-1920x1080_3.jpg)
The addition of a Dope Sheet greatly enhances user interaction when dealing with animation times, keyframe management, and basic temporal adjustments of Read nodes. Hello everybody, and welcome to this introduction to the new Dope Sheet feature inside of Nuke 6.2.