Multikey #44228
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#44228
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
multikey.py
An addon for editing multiply keyframes
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/Multikey
Changed status to: 'Open'
Added subscriber: @TalHershkovich
Added subscriber: @JoshuaLeung
I saw the video for this earlier; There is actually already functionality for this kind of thing built into Blender (i.e. "Propagate Pose"). It works in a similar way, with the main difference being that the default mode of operation tries to guess which keyframes need modifying.
Oh, I was never aware of this function, and never found any info about it. I was wondering how come there is nothing similiar.
anyway I was trying now to achieve the same affect with Propagate pose, on the same animations from the video, but I couldn't really work it out. Especially when it comes to changing the whole pose of a walk cycle, and also when I tried to influence moving holds, unless I'm missing something.
It also crashed after I used "on selected markers" the second time (but i guess this should go to a bug report, if it haven't yet)
Inspired by this addon, I went and added support for having it affect the selected keyframes, fixed the markers crash (which I stumbled across too while testing the additions), and tried making this more visible in the UI.
Here's what I wrote about it when I added it:
http://aligorith.blogspot.co.nz/2011/03/animation-goodie-propagate-pose-tool.html
The original version needed to be careful about what it tried to replace, since it practically had to figure this out for itself, so the safest way was to only change things when the pose is held solidly. Of course, this means that we can't catch moving holds. It might be an option that some additional refinements could be built in here.
Anyways, it'd be good to find out what other differences exist between these two so that we can hopefully merge your improvements into the existing tool. Let me know what else you find, and let's go from there :)
Sounds grate (merging the tools).
Regarding moving holds. I thought about using a threshold value, so for example if it has a value of 0.5, then any keyframes within a distance value of 0.5 or less would be consider as a hold. Im not sure if it's a very good idea, especially if there is an animation with lots of keyframes and small values between them (like baked animations) but it could be an option
things that exist in my addon, that you could use as well.
"affect only selected bones" check box, not sure how important it is, but I found it useful though
"Keep handle types" - stores the handles and after the values have changed, then they are being applied again. by default its off because the handles dont always fit into the new values. not sure how important it is as well, but might be usable.
Other things that i thought to apply as check boxes was to have an option that create transitions, for example the first and last selected keyframe, , or maybe keyframes that are signed as a breakdown, would get half of the added value. But I'm assuming that propagate already has some kind of transition.
Other then that there is the Randomize keyframes function, which is probably not really relevant to propagate.
Another function that I thought to add was to automatically create moving holds (an ease) for static poses, but i guess its also not really relevant to propagate
Changed status from 'Open' to: 'Archived'
Seems initial functionality is now in the core blender. Surely enough it could be extended further, but it's morel like belong to a separate task/patch.
So thanks for the ideas and code, but archiving current patch now.