[Bf-taskforce25] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19527] branches/blender2.5/blender/source /blender: 2.5: Added basic insert/remove keyframes from UI buttons.

Nathan Vegdahl cessen at cessen.com
Sat Apr 4 03:47:04 CEST 2009


   Something I've been thinking about that's related to this is the
behavior of the i key in general.

   Personally, I don't like that it brings up a menu.  Never have,
really.  It feels intrusive, and I have to think about it.  I think it
should just insert keys right away.  But that brings up a whole host
of issues itself (i.e. choosing what to key, etc.).  IMO this is
something we should think about, rather than just presuming to go with
a menu as before.

   Another thing to think about is how to handle auto-keying with
regards to keying sets.

   No obvious solutions come to mind right away.  I'll think about it,
and post something later.

--Nathan V

On Fri, Apr 3, 2009 at 4:48 PM, Joshua Leung <aligorith at gmail.com> wrote:
> Hi,
>
> On Sat, Apr 4, 2009 at 12:30 PM, Brecht Van Lommel <brecht at blender.org>
> wrote:
>>
>> Revision: 19527
>>
>>  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19527
>> Author:   blendix
>> Date:     2009-04-04 01:30:32 +0200 (Sat, 04 Apr 2009)
>>
>> Log Message:
>> -----------
>> 2.5: Added basic insert/remove keyframes from UI buttons.
>>
>> - I key over a button inserts a keyframe.
>> - Alt+I removes a keyframe.
>> - With right mouse button a menu with these options pops up.
>> - Buttons are colored green if the property is animated, yellow
>>  if it is on a keyframe. I followed the colors from the UI
>>  mockups, but the flicker on keyframes seems too distracting in
>>  practice?
>
> I guess we'll have to see how this turns out (the flickering) with many
> buttons showing this, but currently the 3D-View object name indicator string
> also changes colours on keyframes and it's not too bad there, though it's
> only a single string. One option that might work (assuming that it is really
> distracting), is to not change to showing keyframes (i.e. yellow colours)
> when animated playback is running.
>
>> - This only works for properties on the ID itself at the moment,
>>  path callbacks need to be filled in for all structs but mesh
>>  still.
>> - It doesn't work when you're over a related label, that needs to
>>  be made to work.
>> - I made it insert keyframes outside of any keyingset. Not sure
>>  how this is supposed to integrate?
>
> The basic idea behind KeyingSets is that they are to be used by to user to
> conveniently insert keyframes for a modest to large number of properties.
> For example, KeyingSets will be most useful for animators who will generally
> want to insert keyframes for loc/rot/scale on a whole set of bones
> (dependant or independent of selection), when blocking out motions. There
> are a number of other situations as well.
>
> However, I guess it is reasonable that there is a way for casual animators
> to be able to insert keyframes on a few frames for a small number of
> properties only (i.e. lighting artist just changing energy of lamp). They
> will hopefully find that trying to do this for a group of settings at once
> will be a pain, at which point they should create a Keying Set for those
> properties. So, IMO, both options should be available, as they serve
> different niches.
>
> Something we can investigate further, is to be able to add the property
> referenced by the currently active button (i.e. via the RMB menu or hotkeys)
> to add that property to the active Keying Set (like in the Outliner).
>
>
> Regards,
> Joshua
>
>
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