tag:blogger.com,1999:blog-1978356510587112308.post1893560932828671931..comments2024-03-29T20:04:17.419+13:00Comments on Aligorith's Lair: New Animation Feature - "New Keyframe Type" SettingUnknownnoreply@blogger.comBlogger16125tag:blogger.com,1999:blog-1978356510587112308.post-40557568366439546652016-09-21T04:33:28.835+12:002016-09-21T04:33:28.835+12:00I still don't understand the logic of the New ...I still don't understand the logic of the New Keyframe Type being in the Timeline when they are only visible in the Dopesheet. Doesn't it make more sense to have them there?<br /><br />Having said that, I don't really use the timeline as it's pretty much useless. Dopesheet all the way ;)Anonymoushttps://www.blogger.com/profile/03504352625489087311noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-23161641757668675542016-09-21T04:33:22.372+12:002016-09-21T04:33:22.372+12:00I still don't understand the logic of the New ...I still don't understand the logic of the New Keyframe Type being in the Timeline when they are only visible in the Dopesheet. Doesn't it make more sense to have them there?<br /><br />Having said that, I don't really use the timeline as it's pretty much useless. Dopesheet all the way ;)Anonymoushttps://www.blogger.com/profile/03504352625489087311noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-35229703134953068562016-06-15T21:05:52.621+12:002016-06-15T21:05:52.621+12:004) Great, I'll try something like that in the ...4) Great, I'll try something like that in the meantime.<br /><br />6) You know, a per-Action flag like you describe is probably the best way to go, as it'd solve #7 from above also. The strange behavior you describe, where only the active object is Constant, is actually what I'm looking for. Often when animating a character I'll want to switch the entire Armature between Bezier and Constant, check movement and/or tweak something, and switch back. Currently, this is a rather lengthy process: Unhide all Armature layers with control bones -> Deselect-and-select all control bones in 3D View -> Deselect-and-select all Keyframes in the Dopesheet -> Switch interpolation mode. Switching back takes the same amount of steps. It's fine if everything else in the scene, like Camera movement and the like, stays as Bezier.<br /><br />I rarely use F-Modifiers in character animation because we don't have Quaternion blending in the NLA yet, but since this is such a specific use case maybe the "temporary Constant" state could just mute all F-Modifiers while it's active and mention this side-effect in the tooltip.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-62818011604159950622016-06-15T02:05:35.915+12:002016-06-15T02:05:35.915+12:004) Cool. That shouldn't be too hard. In the me...4) Cool. That shouldn't be too hard. In the meantime, it's possible to use a script to manually set the colour of each FCurve (you just need to set it to manual mode or some equivalent per-curve IIRC)<br /><br />6) The challenge is really how we can pass it all the way down to where it needs to go. If we're only really interested in the active action, then it might be possible to make it so that there's a flag on the action for turning this sort of thing on/off. Then, when it's on, a special runtime flag gets set on each FCurve before it gets evaluated, which will cause its interpolation to get ignored (and to default to constant).<br /><br />Now, this approach may work well enough for the workflow you're aiming this for, but I'm sure we'll run into cases where slightly weird behaviour occurs (e.g. everything else that's animated keeps moving splined, while only the active object is constant; OR parts of the object - transforms - are constant while the rest - materials - are splined). Another thing that may not work nice is that you can apply FModifiers that can generate additional movement too... Then, do you mute those as well? Or only certain ones (e.g. generator/noise?)Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-49975360348682004202016-06-15T01:57:48.054+12:002016-06-15T01:57:48.054+12:00That would be the auto-snapping (i.e. the dropdown...That would be the auto-snapping (i.e. the dropdown beside the copy/paste buttons). It's essential to have in place for grabbing/translating the keys, or else they end up like 0.0000001 frames off, and then all of a sudden, everything thinks that there's no keyframe on that frame, and then you have heaps of trouble.Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-47779230012152577222016-06-14T22:37:45.421+12:002016-06-14T22:37:45.421+12:00I love getting schooled up on things about blender...I love getting schooled up on things about blender thank you so much for getting back to me<br /><br />Just so you know the keyframes creep when you scale them in the dope sheet and the further the space is between key frames the slower they creep; one by one. I'm not sure if this designed this way or of its a bug. It kind of feels like a bug.<br /><br />Thank you again for taking the time to write back to me.Adam Earlehttps://www.blogger.com/profile/04680933895928495093noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-37886548255419361592016-06-14T22:20:56.976+12:002016-06-14T22:20:56.976+12:004) Yellow's a good idea for the W channel. So ...4) Yellow's a good idea for the W channel. So then, I'm proposing that with "XYZ to RGB" active in User Preferences, Euler F-Curves behave just as they already do, and Quaternion F-Curves map WXYZ to YRGB.<br /><br />6) I've ruminated on how to do it using my limited knowledge of Python. Say activating the toggle calls a function that copies the existing F-Curves into a temporary variable, in order to preserve any hand-editing of the F-Curves' handles, and then switches all the F-Curves' interpolation modes to Constant. Deactivating the toggle somehow copies the stored F-Curves back into place, and discards the temporary Constant F-Curves. However, I soon found myself in over my head, as I'm not sure how best to have it delineate between F-Curves used for animation and those generated by F-Curve Modifiers or belonging to Drivers, which shouldn't be affected by this switch, and also how to safely store the original F-Curves in case the user saves and closes the .blend file with the toggle active.<br /><br />Thanks for taking a look!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-84367360083555489792016-06-14T15:26:30.262+12:002016-06-14T15:26:30.262+12:00Hmm.. some interesting ideas here. A while back, ...Hmm.. some interesting ideas here. A while back, I did come to the conclusion that perhaps the dopesheet should in fact show the current frame range after all to make it easier to navigate/judge where things are. Of course, that means Preview Range drawing also needs to change a bit to make it more obvious when it is on vs off, otherwise the mode errors we'd get there would be a lot worse than they are now!Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-42222786351898009442016-06-14T15:24:08.844+12:002016-06-14T15:24:08.844+12:00Some good stuff here
1) Reordering Poses and Sele...Some good stuff here<br /><br />1) Reordering Poses and Selection Sets - Good idea. Not entirely straightforward (due to the way pose libraries actually work - i.e. they're really just glorified actions with local markers), but it's one of those things that can be done.<br /><br />2) Extra args for Bone Groups operators - Nice suggestion, and not hard either<br /><br />3) Toggle option for order that the axes work - Umm... this may be a bit more complicated. The keymap handling in that operator still isn't exactly that clear-cut.<br /><br />4) The question is: What colour would the "W" channel have then? Yellow? Are you proposing that the XYZ still get mapped to RGB there?<br /><br />5) "Clear All Keying Set Properties" - Good idea. Noted.<br /><br />6) Toggle in Timeline: The toggle itself is easy. Making the thing actually work though - maybe it'll be possible, maybe not so straightforward... I'd have to think about it a bit more...<br /><br />7) Separate default curve modes - Hmm... maybe... EDIT: on second thought, maybe it's technically not possible again.Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-88587012057869102652016-06-14T15:17:30.580+12:002016-06-14T15:17:30.580+12:00@Adam Earle:
1) Regarding changing the diamond sha...@Adam Earle:<br />1) Regarding changing the diamond shape - The biggest challenge here is that many other shapes quickly become a lot harder to clearly read which frame they sit on. For example, the "rectangles" we used to have in 2.3x make it quite hard to tell where they sit.<br /><br />2) That said, perhaps we do need some better controls for making those items larger and easier to select. Having the new Properties Region will help a lot in this regard.<br /><br />It's not that simple to get the theme settings from one editor to apply in another one. We'd have to do some version patching to copy over the settings (when we start using it in a new editor), then there's also the additional burden that all theme authors now need to update their themes to take that into account<br /><br />3) Having the separate timelines makes it a hell of a lot easier to manage the differences between each of them. If there's anything I've learned from dealing with the transform code in Blender, it's that trying to squeeze together the requirements of too many similar but slightly-different-in-critical-ways tools is that you end up with a some hairy patches of code that are nearly impossible to work with. Therefore, IMO it's for the better that there is a clearly defined purpose for each of these editors: each one only operates on particular type of data, at a particular level of abstraction.<br /><br />4) Lasso in Dopesheet - Noted. Graph Editor support was a relatively recent thing too (like in the past 1-2 years), so it's not entirely a surprise that this doesn't work there yet.Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-48528780425168256202016-03-29T02:27:33.811+13:002016-03-29T02:27:33.811+13:00Would be also be really great to see timelines con...Would be also be really great to see timelines consolidated that you could really minimise and space and windows in blender.<br /><br />Do we really need all 6 time lines? Could the Dope sheet, Graph Editor, timeline and VSE be turned into one?Adam Earlehttps://www.blogger.com/profile/04680933895928495093noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-9110656597257842092016-03-29T02:11:06.000+13:002016-03-29T02:11:06.000+13:00I just noticed that I had changed the verts view u...I just noticed that I had changed the verts view under "themes - graph editor" setting to the maximum size to 10 (the handles can be anysize and would be good if it verts in the graph editor was the same)<br /><br />I wonder if its possible to take the graph editor settings and apply them to the Dope sheet. Better yet have them the scaling option right in the interface so you can change it really quickly.<br />Adam Earlehttps://www.blogger.com/profile/04680933895928495093noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-48869248184988395752016-03-29T01:57:14.443+13:002016-03-29T01:57:14.443+13:00Another thing is lasso select doesn't work in ...Another thing is lasso select doesn't work in the dope sheet on keyframes which is super annoying. If you are using lasso select everywhere else than changing to box select is frustrating. Consistency is key.<br />Adam Earlehttps://www.blogger.com/profile/04680933895928495093noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-39080316089221101012016-03-29T01:55:30.400+13:002016-03-29T01:55:30.400+13:00This really kool work.
Personally what i would lo...This really kool work.<br /><br />Personally what i would love to see vanish diamond shaped key frames and have them turn into a much larger rabbit or at least make an option for artist that don't really want to exhaust mental energy on selecting these little microscopic diamonds on large monitor resolutions.<br /><br />I know that it's very similar to after effects, but i am pretty sure we as a community could think of something a little more user friendlier since as animators we spend a lot of time with these little guys (keyframes). So why not make them huge and easy to handle or an option to do that.<br /><br /><br />Adam Earlehttps://www.blogger.com/profile/04680933895928495093noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-69816016915342254142016-03-14T17:42:31.473+13:002016-03-14T17:42:31.473+13:002) The ability to "lock" keyframes - for...2) The ability to "lock" keyframes - for locking a range of frames (or specifying a range that can be edited) I would highlight the range similar to how the timeline/graph/dopesheet already highlights the background within the active/preview frame range. Keys outside of the editable range could also get "dimmed". The background of the editable range could be shaded in a light green. I would only put an X on a keyframe if there was a lock (or generating modifier?) on the specific key, ...hmmmm wonder if that would be useful, in the graph editor the properties show the frame and value of each keyframe, a padlock next to each to prevent it from being edited???? Anyway, this would also fit with locking a channel in the dopesheet where keys in a locked channel are dimmed - in the graph editor locked channels get dashed.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-74855752055931009042016-03-14T14:20:29.616+13:002016-03-14T14:20:29.616+13:00Here's a list of some small animation workflow...Here's a list of some small animation workflow tweaks I've been compiling in order to post on the wiki:<br /><br />Operators and buttons to reorder Poses in the Pose Library and Selection Sets in the same way we can reorder Shape Keys and Bone Groups.<br /><br />Expand Bone Groups operators to provide arguments for specifying a name and color set on creation (bpy.ops.pose.group_add())<br /><br />Toggle option in User Preferences to invert selection order of transform axes in axis locking (so the first key press will constrain to the active transform orientation, and the second will constrain to the global).<br /><br />Preferences > Editing > New F-Curve Defaults > XYZ to RGB only affects objects and bones with Euler rotation mode, but should affect (or have the option to affect) those with quaternion as well.<br /><br />Additional "Clear All Keying Set Properties" operator, with a hotkey alongside Alt-G, R, and S, which will set all properties in the active keying set to their defaults for the selected objects/bones. For example, resetting Location, Rotation, Scale and all Custom Properties for the selected bones when the active Keying Set is "Available".<br /><br />Toggle in the Timeline which would temporarily switch all F-Curves in the active Action to constant interpolation, in order to quickly preview the animation as "drawings" without having to unhide and select all keyed controls to switch their interpolation back and forth.<br /><br />http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-6A77D603-7D06-47D2-BCCC-59792ACB82EE<br /><br />Separate default curve mode for Armatures in User Preferences > Editing, so Armatures can be set to default to Constant interpolation for blocking without affecting everything else.Anonymousnoreply@blogger.com