[Bf-committers] auto-key feature
trip0o at gmail.com
Sun Nov 13 05:01:04 CET 2005
while were here, how about auto key on rotate, when trying to say make
something go in circles blender just cant do it visually even if you
keyframe it by hand, , some sort of tool to avoid going into the ipo
windows to have something rotate 360 and beyond would be golden
On 11/12/05, Gabriel Beloin <gbeloin at netrevolution.com> wrote:
> Johnny Matthews wrote:
> > I think Autokey for x,y,z only may be a bit of auto-key overkill, but the
> > -Key-all
> > -key-selected
> > -Key-all-under
> > options for armatures at least would be nice. Or if we eventually get
> > bone groups, a "key members of bone group" option, so if you have all
> > your
> > controller bones in a group, then if you auto-key any of those bones,
> > the entire group gets keyed.
> > Just Brainstorming :)
> > Ivan Sedo wrote:
> >> Hi,
> >> Another feature I noticed in other cg software is auto-key only the
> >> channel the transformation is constrained to ( so if we move object on
> >> the x-axis only, there will be key only for x movement at that frame)
> >> another feature is auto-key only for selected channels(or
> >> transformations) rather than all of them (maybe like auto-key only
> >> rotation when rotating bones of armature)
> >> Ivan
> >> On Thu, 2005-11-10 at 18:59 +0000, Gabriel Beloin wrote:
> >>> Hi all,
> >>> we were blessed with the timeline and a more easy access to the auto
> >>> key option with the new record button.
> >>> While trying other package. It appear that most of them have this
> >>> little variant for auto-key:
> >>> -Key-all
> >>> -key-selected
> >>> -Key-all-under
> >>> So while autokey is on, we could set what get a new key on tranform.
> >>> The key-all-under will insert key for the selcted object and all
> >>> other object under it in the hierarchy (parent-child here). could
> >>> work on object and armature since bones also have parent-child
> >>> relationship.
> >>> These options could be per space. for more customisation.
> >>> Good day
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> Right, Key on X Y Z is a bit over kill. But I noticed there is no way to
> easily modifiy it. Refering to Animation master, the doope sheet (Action
> window in our world) have the possibility to open a channel un sub
> channel. So you can see the keys in details. For now if we need to
> change rotation but not translation, the only way is the ipo window.
> Something like the outilne could work very well here.
> So you got the channel of the bone, showing all keys as usuall. But then
> you can open it to see, for example Translation, rotation, scale, which
> can be openned as X Y Z. Why grouping x,y,z under a section while in
> IPO it's independant, is because the upper level will always show all
> key and if there is overlapping keys, they will be merged together(as
> now all keys at the same time are merged as one key in action window).
> So getting it grouped in section will let the animator move the complete
> Translation in time more easily.
> There is some case where it's usefull to access the X Y Z independantly
> to work the timming. So I don't consider this as too overkill yet.
> Just some ideas and feedback from users.
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