[tuhopuu-devel] Markers and Animation workflow

Matt Ebb matt at mke3.net
Tue Mar 1 05:29:04 CET 2005


On 1 Mar 2005, at 12:55 AM, Daniel Fairhead wrote:

>> The markers are currently very simple - in DNA_scene_types, int
>> markers[99]. The key is like an ID number for each marker, the value  
>> is
>> the frame number. I'd need to somehow expand this to that each marker
>> can have 2 pieces of information - an int frame number, and a char
>> name. What is a good way to do this? Anyone? Or would someone like to
>> just change it and patch or commit? :)
>
> Um, I suppose you might be able to use a struct... This will probably  
> get
> me excommunicated for bad style or something (usually when I suggest  
> things,
> that is what happens). I don't know if this would work, it might  
> though...

http://mke3.net/blender/interface/timeline/timelinewip04.png

It does work! Very well, too, and as a bonus it also allowed me to get  
rid of an ugly hack. Thanks a bunch!

> Although, actually, thinking about it... For a MAJOR project, one could
> combine all the above, and the timeline. ;D So then one could view
> all kinds of interesting things. Imagine having IPO curves and NLA  
> frames
> in one window, and being able to select points across both of them, and
> so on... um... maybe not...

Well, I say out of scope for *this* timeline which is really meant to  
be a simple little slider, but I've always wondered what could happen  
taking this sort of approach with the NLA. It could be a bit like the  
After Effects timeline ( eg.  
http://www.ats-3d.com/transmot/tmtute4/timeline.gif   
http://macfannet.mycom.co.jp/news/0104/images/ 
010423adobe_TIMELINE_Mac.jpg ) where you can drill down through the  
different clips, their properties, keyframes, curves, all in the one  
window. In the context of the NLA, it could be like you can shuffle  
your rough animation with NLA strips, then expand out the strips and  
actions to do more keyframe-level tweaking. Maybe if Ton manages to  
make all Ipos NLA-able as has been proposed lots for this animation  
rewrite, this could be feasible. Anyway...

Will commit in a few hours once I'm out from behind this firewall...

Matt

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