Design Required: How can users choose what datablock/level to edit in the Action Editor? #37512
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Reference: blender/blender#37512
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Current Situation
The Action Editor currently only displays/edits the action slot on the active object. However, there are many situations where it would be handy to be able to edit actions that can be reused on other levels instead (for example, actions for different sets of colour+intensity cycles for lamps - e.g. for a disco scene or something like that).
Problem
1) How do we make it clear to users which level/slot they're editing?
2) How do we allow users to select which level + slot they're editing?
Solutions
Level + Slot Selectors
Mini-Outliner of Available Slots
Defer to Outliner (Proper)
Controlled by DopeSheet
(From an old suggestion by @venomgfx) The Action Editor can only be entered via DopeSheet. Double-clicking on a channel there opens Action Editor for just that action+level (i.e. in effect it filters the visible channels to just those in that action). When selected object changes or we exit action editor (i.e. back to dopesheet), the slot/level pointer stuff gets reset and/or the Action Editor simply becomes unavailable.
Changed status to: 'Open'
Added subscribers: @JoshuaLeung, @cessen, @BassamKurdali
Added subscriber: @zeauro
What you are talking about looks like keying sets. I never undertsood why animation editors could not display a keying set action.
Added subscriber: @billrey
@JoshuaLeung: Nice topic.
Currently the Action Editor and Dopesheet displays the active object in it. In Presto @ Pixar it's the other way around: The animator adds channels to be animated, and those are the channels that shows up in the editor, not the channels of the selected object.
This also relates to what @cessen often talked about, which is the 'F-Curve-bag' concept. With such a concept, the user could specify a group of F-curves that might be considered to be relaed, and to have the editor display those, irespective of which datablocks they belong to. This is considered superior to the current 'Action' concept because Actions currently can't span multiple datablocks. With the F-Curve-Bag concept, in your example of disco lights, you could just create an F-Curve bag of those channels and work with them as a single action.
f-curve bag idea used to be called IPObag :D I'll just call these actions, where actions 'own' a list of channels, rather than datablocks 'owning' an action.
From a usability perspective, actions owning channels might be nicer than datablocks owning actions.
Some questions:
Now that I've asked some questions, time to tackle some of the OPs :)
If the action editor / actions get decoupled from selection, they just get promoted to a top level data block,
DopeSheet becomes for 'general' editing where selection in the 3D view can restrict the channels shown (as now)
Action Editor works to edit a specific action, not the active selection any more. Some handy operators could be:
Based on selection:
given the selection, add it's animation curves to the current action
Based on Dopesheet / action editor:
Create an action from selected channels
Added subscriber: @razcore
Wow... this was opened in 2013 and here I was just trying to understand why there's no action created when I insert keyframes for say bezier curve data block level (instead of object). As per the comments above from bassam, best case (from user perspective) would be to be able to define curves/channels for properties detached from datablocks and then to be able to apply them to objects. This makes the most sense, while the other original ideas, I feel solve the problems more from a programmer perspective rather than the artist. As an artist would be a bad time to have to keep track of all the levels and to have to constantly switch between them. I'm not artist, I'm a programmer rather, but I've played lately with some motion graphics idea in blender 2.8 and out of all things so far that I've touched (I looked at pretty much everything, including modeling, sculpting, vse etc.) it seems to me that the dope sheet/action editor and NLA are easily the most unfriendly parts of blender.
edit
as a secondary idea how about creating actions that includes anything below the "normal user" interaction level.
So say a user makes a cube object. The action then will include all properties including & below the object level (object, mesh, material, anything that is a child of object basically). This I assume could also work for say nodes in the node editor, where there's nothing below the node itself. The action editor will still filter out the channels/keys for the selected object and will be attached to the object, but instead of showing only object level properties it will show everything that is object level + children level. Just a thought
Added subscriber: @dr.sybren
I'm moving this task from the 'Planned/Scheduled' to the 'Needs Further Planning' workboard, as there is no plan or schedule.
Added subscriber: @RedMser
closing since we will design a new UI for the new animation datablock: #113331: Anim: UI design for layered animation