tag:blogger.com,1999:blog-1978356510587112308.post3277280109653859285..comments2024-02-27T21:15:04.267+13:00Comments on Aligorith's Lair: Animator Poll - Frame Change UndoUnknownnoreply@blogger.comBlogger7125tag:blogger.com,1999:blog-1978356510587112308.post-59578450516398189132011-08-31T05:03:46.232+12:002011-08-31T05:03:46.232+12:00I consider changing frames to be changing the view...I consider changing frames to be changing the view. As per the MVC paradigm, changing current frame should not trigger an undo push.Billreyhttps://www.blogger.com/profile/03238541942335680034noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-64835124157717694122011-08-23T03:22:02.008+12:002011-08-23T03:22:02.008+12:00Daniel Lara +1 (e.g. the Ctrl-pg Up and Down thing...Daniel Lara +1 (e.g. the Ctrl-pg Up and Down thing to seek keys is horrible)Eonmach Realmhttps://www.blogger.com/profile/05943194934660912551noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-85083667044858981852011-08-22T19:51:33.111+12:002011-08-22T19:51:33.111+12:00Hey developer! Let me say something.
By the topic:...Hey developer! Let me say something.<br />By the topic: please add fuctionality to change active frame without changing the scene response (sorry my russian-english :). It like in Maya when you press MMB in the Timeline - frame changing, but scene does not changes.<br />And there is no nessesity to trash undo-stack with time-changes.<br />----<br />One of main reasons I chosen Blender: it's almost completely customizable. Working in Maya I've defined for myself "standart hotkeys" for animation. And transfered them to Blender with time. You know what?<br />I don't use arrowkeys at all. My right hand is on the mouse & left hand is on the left side of the keyboard. With these hotkeys I don't feel myself octopus. So here they are (just for reference):<br />Alt+Z = One frame back<br />Alt+X = One frame forward<br />Shift+Alt+Z = One keyframe back<br />Shift+Alt+X = One keyframe forward<br />Ctrl+Alt+Z = Go to start<br />Ctrl+Alt+X = Go to end<br />if you want to try it I will send you my config.blendAnonymoushttps://www.blogger.com/profile/07858181572203577251noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-70119927292122672292011-08-22T13:55:26.024+12:002011-08-22T13:55:26.024+12:00Hey guys,
Thanks for the responses. I've comm...Hey guys,<br /><br />Thanks for the responses. I've committed some changes as per your suggestions (r.39597)<br /><br />Regarding the increment thing, it has actually been on/off my todo list for a while now. It was actually a 2.4 feature which somehow disappeared off the radar with 2.5. One of the barriers atm is where to put the setting! (We're chronically out of space in the "Dimensions" panel, unless we start making it look ugly and unbalanced)Aligorithhttps://www.blogger.com/profile/11379156223939123157noreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-6838858070309155672011-08-22T12:19:01.737+12:002011-08-22T12:19:01.737+12:00I COMPLETELY & TOTALLY(!!!!) agree with Daniel...I COMPLETELY & TOTALLY(!!!!) agree with Daniel(pepeland) above. That would be a FAR more sane approach to animating in blender.<br /><br />pushes for changing keyframes ends up wasting time & memory(imo), I've never needed to go back a frame via an undo(when I can just go back to that frame without an undo), but rather I would prefer that the last action I did, to say a bone in pose-mode, or a curve, be the element in the stack I'm undoing.<br /><br />- Up-Down arrows for next-previus Keyframes<br />(with shift or alt going in +10* increments, etc)<br /><br />- Left-Right arrows for next-previus Frames<br />(with shift or alt going in +10* increments, etc)<br /><br />- Not generate undo push when using it<br />(with shift or alt going in +10* increments, etc)<br /><br />******!<br />on another note, for my workflow, being able to change the "+10" increment in the preferences would be ideal. Sometimes I work on projects with a lot of sub-frame work being done, or a far higher FPS for the destined output medium, and having the ability to customize the frame(jump)-increment value in the preferences would allow me on say, a 30FPS project to skip only +10(default) frames with a shift+leftArrow, but on a project being output for 60-120FPS, I could set in the preferences the value to skip to be +25(or 50) frames(again triggered by a shift+leftArrow). As blender's animation side matures, thanks to your hard work, more studios that work in higher frame-rates will need such functionality IMO.<br /><br />Thanks again for the awesome work!!! Any estimate on when a merger might happen for this GREAT branch?3duaunhttp://twitter.com/3duaunnoreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-20373157196842256552011-08-22T11:46:59.214+12:002011-08-22T11:46:59.214+12:00Great poll
For me
- Up-Down arrows for next-prev...Great poll<br /><br />For me<br /><br />- Up-Down arrows for next-previus Keyframes<br />- Left-Right arrows for next-previus Frames<br />- Not generate undo push when using it<br /><br />Daniel M. Lara<br />pepeland.comDaniel M.Larahttp://www.pepeland.comnoreply@blogger.comtag:blogger.com,1999:blog-1978356510587112308.post-87328279643481287142011-08-22T03:36:59.561+12:002011-08-22T03:36:59.561+12:00I think the current approach is ok but it's mo...I think the current approach is ok but it's more useful to use the left and right arrow to change the keyframe instead of change the frame, and not generate undo push when using it (changin keyframe), because, in most of the cases the animators have the keyframes in frames not contiguousSentinelhttps://www.blogger.com/profile/17990142349558302300noreply@blogger.com