Animation group is not created #45521

Closed
opened 2015-07-22 13:02:43 +02:00 by Cenek Strichel · 5 comments

System Information
W8.1 64b

Blender Version
2.75a

Short description of error
There is another behaviour if you create key from I menu and right click from N panel.

Exact steps for others to reproduce the error

  1. open my scene
  2. key rotation from N panel
  3. delete key and key rotation with I key

with N panel group is not created. I dont know if it is feature, but it is not consistent.

differentBehaviour.blend

01.png

02.png

**System Information** W8.1 64b **Blender Version** 2.75a **Short description of error** There is another behaviour if you create key from I menu and right click from N panel. **Exact steps for others to reproduce the error** 1) open my scene 2) key rotation from N panel 3) delete key and key rotation with I key with N panel group is not created. I dont know if it is feature, but it is not consistent. [differentBehaviour.blend](https://archive.blender.org/developer/F211571/differentBehaviour.blend) ![01.png](https://archive.blender.org/developer/F211572/01.png) ![02.png](https://archive.blender.org/developer/F211574/02.png)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @Cenda

Added subscriber: @Cenda
Member

Added subscriber: @JoshuaLeung

Added subscriber: @JoshuaLeung
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Joshua Leung self-assigned this 2015-07-22 14:19:53 +02:00
Member

Not a bug.

As I've previously discussed (http://aligorith.blogspot.co.nz/2010/12/animating-in-25-getting-to-grips-with.html):

Keyframing via operators (i.e. IKEY menu in 3D-View, timeline header, etc.) uses Keying Sets. [The following naming defaults ONLY apply to the builtin Keying Sets which appear in this menu at startup.]
Inserting keyframes via buttons (i.e. RMB menu over any button, or IKEY over any button) bypasses the Keying Sets 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 [Builtin] 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.
Not a bug. As I've previously discussed (http://aligorith.blogspot.co.nz/2010/12/animating-in-25-getting-to-grips-with.html): ``` Keyframing via operators (i.e. IKEY menu in 3D-View, timeline header, etc.) uses Keying Sets. [The following naming defaults ONLY apply to the builtin Keying Sets which appear in this menu at startup.] ``` ``` Inserting keyframes via buttons (i.e. RMB menu over any button, or IKEY over any button) bypasses the Keying Sets 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 [Builtin] 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.
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Reference: blender/blender#45521
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