Maniphest T25305

Inconsistency in Keyframing Method
Closed, Archived

Assigned To
Joshua Leung (aligorith)
Authored By
daniel drayer (danield)
Dec 19 2010, 8:46 PM
Tags
  • Animation & Rigging
  • BF Blender
Subscribers
daniel drayer (danield)
Joshua Leung (aligorith)
Ton Roosendaal (ton)

Description

version 2.55 (sub 1), revision 33794. Release
build date: 2010-12-19, 17:03:05
platform: Windows:32bit

renderer: GeForce 7600 GT/PCI/SSE2
vendor: NVIDIA Corporation
version: 2.1.2

Regarding the green hierarchy box in animation editors, and an inconsistency when adding keyframes. I notice that when you add keyframes in the 3D View the hierarchy is Object > Action > Transfrom Channel(Green Box) > Keyframes or for Armatures, Object > Action > Bone(Green Box) > Keyframes. If the keyframe is added in the UI panel, for example "Add Single Keyframe", the green hierarchy box is omitted.

Event Timeline

daniel drayer (danield) edited a custom field.Dec 19 2010, 8:46 PM
daniel drayer (danield) attached 1 file(s): F14726: Anim_Part1.jpg.
daniel drayer (danield) attached 1 file(s): F14727: Anim_Part2.jpg.
Ton Roosendaal (ton) added a comment.Dec 19 2010, 9:15 PM

I also wondered... nice for Joshua to answer ;)

Joshua Leung (aligorith) added a comment.Dec 26 2010, 1:13 PM

Keyframing via operators (i.e. IKEY menu in 3D-View, timeline header, etc.) uses Keying Sets, which allow us to conveniently keyframe some set of properties at once by specifying what properties to keyframe, and how (i.e. grouping for newly created F-Curves).

Inserting keyframes via buttons (i.e. RMB menu over any button, or IKEY over any button) bypasses the KeyingSets as there there is only a single property that we already know how to access. However, there isn't any other information other than where we want them inserted.

Now, the default grouping methods for Keying Sets have been chosen so that if you just pick up Blender and animate, your F-Curves will be grouped so that they can be easily found instead of being just one single long list:
- Non-bone channels will just get the name of the Keying Set by default, as this means that if you just added a set of properties to a Keying Set (i.e. Material Colour + Object Scale), then you could easily find this grouping of related settings by just looking out for the F-Curves in the group with a matching name
- Bone channels are grouped this way by default so that you can easily find all the F-Curves associated with a bone. True, this means that by default we lose the Bone Groups <-> Action Group association, but this is under the assumption that you're more likely to want to finely-edit animation for single bone than a group of them.

However, as I've already mentioned, when bypassing KeyingSets, we don't know anything about these grouping methods, so they are just ignored.

Joshua Leung (aligorith) changed the task status from Unknown Status to Archived.Dec 26 2010, 1:13 PM