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I'm hoping to animate some 2D characters based upon an audio dialogue -- is it possible to put the audio track as its own layer on the dope sheet with audible playback so I can match up the characters with their voice audio?

Thanks.

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  • $\begingroup$ You can do this at least two ways - Sync the animation to the audio by sliding Dopesheet keyframes left and right to suit the audio track, - OR - create automatic sync something akin to this - blender.stackexchange.com/questions/145105/voiceover-in-blender/… $\endgroup$ – Edgel3D Sep 17 at 0:22
  • $\begingroup$ @Edgel3D thanks for the info -- but how do I even add an audio track to the 2D Animation Dopesheet? $\endgroup$ – jarombra Sep 17 at 16:39
  • $\begingroup$ Have another look at that link. Scoll right down until you see a sub-heading called "--> POINT A <--" This is where you add the audio file and "Bake" it to an f-curve. (graph it) It becomes the graph that's read to expand and contract the 'sound bar' . If you have no experience, I'd suggest setting up a new and simple project such as that shown but without the lips. Just concentrate on getting the sound bar (an ordinary plane) expanding to the audio. To hear the audio you can also add the file as a sound strip in the VSE. (video editor) $\endgroup$ – Edgel3D Sep 18 at 2:16
  • $\begingroup$ PS to the above - The sound graph won't be added as keyframes in the Dopesheet and chances are you won't need to anyway. It's a different technique and not one you want to be distracted by just yet. $\endgroup$ – Edgel3D Sep 18 at 2:21

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