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Keyframing VSE strip does not make FCurve active
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Description

System Information
Operating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits
Graphics card: NVIDIA GeForce 9400 OpenGL Engine NVIDIA Corporation 3.3 NVIDIA-10.0.52 310.90.10.05b46

Blender Version
Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: rB77d23b0bd76f
(Same for all versions - 2.79 - 2.9, factory setting)

Short description of error
Only first keyframed VSE strip has F-Curve and Modifiers properties under Graph Editor properties panel

Exact steps for others to reproduce the error

  • add any strip into Video Sequence Editor
  • add Opacity keyframe
  • open Graph Editor > Properties (N)
  • three tabs appears - View, F-Curve, Modifiers

Do the same for any other strip.

  • only View tab is available for strip

Since this happens also in 2.79 or any other version I tried, I'm confused if this is expected or nobody reported for this period.
So sorry if I didn't notice something obvious.
Thank you for help

Event Timeline

filip mond (vklidu) renamed this task from VSE_Strip F-Curve Properties - only for first keyframed strip to VSE_Strip's F-Curve / Modifier Properties - only for first keyframed strip.May 22 2020, 8:43 AM
filip mond (vklidu) updated the task description. (Show Details)
filip mond (vklidu) edited projects, added Video Sequencer; removed BF Blender.
filip mond (vklidu) renamed this task from VSE_Strip's F-Curve / Modifier Properties - only for first keyframed strip to Graph Editor – F-Curve / Modifier Properties only for first keyframed VSE strip.May 22 2020, 8:48 AM
filip mond (vklidu) updated the task description. (Show Details)
Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Confirmed.May 22 2020, 10:47 AM
Philipp Oeser (lichtwerk) triaged this task as Low priority.

FCurve needs to be active in order for the tabs to show, so tabs come back if you really make the channel active (as in: click on "Blend Opacity").

Seems to be a refresh/sync issue (since when inserting a keyframe, in the UI the channel actually appears to be active, nevertheless there doesnt seem to be an active FCurve...).
And indeed, this seems to be tied to the VSE, inserting a keyframe for other stuff I have tried seems to make the corresponding FCurve active

Would say this is a bug [low prio though], checking...

Philipp Oeser (lichtwerk) renamed this task from Graph Editor – F-Curve / Modifier Properties only for first keyframed VSE strip to Keyframing VSE strip does not make FCurve active.May 22 2020, 10:49 AM
Philipp Oeser (lichtwerk) claimed this task.

OK, checked on this, and blenders rule when keyframing seems to be that the FCurve will only be set active when:

  • the active FCurve wasnt there before
  • the FCurves action was empty [so the action is new as well]

For this report this means:

  • First keyframe in first VSE strip will get its FCurve made active [VSE strips are part of the Scenes action]
  • First keyframe in second VSE strip will not get its FCurve made active [it will be part of the same Scenes action -- which is thus not empty...]

Codewise, see here:
https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/animation/keyframing.c$222

Might be a little hard to grasp at first (I am still thinking about usecases here), it might even be a little more straightforward to always set the corresponding FCurve you are keyframing as active (not sure what @Sybren A. Stüvel (sybren) would think here), but afraid this is working as intended and is not considered a bug atm...

To repeat myself: all you have to do is click on the channel name to make its FCurve active, then the FCurve and Modifiers tabs will show up.

Might be a little hard to grasp at first (I am still thinking about usecases here), it might even be a little more straightforward to always set the corresponding FCurve you are keyframing as active (not sure what @Sybren A. Stüvel (sybren) would think here), but afraid this is working as intended and is not considered a bug atm...

I agree, I feel that the behaviour of "active" vs. "selected" should be consistent across Blender. That's a usability improvement, though, and indeed not a bug in the current implementation.

filip mond (vklidu) added a comment.EditedMay 22 2020, 3:25 PM

I agree with consistency, but ... there is zero visual difference between selected vs active here.
How could you discover that?
Only click on curve or channel bring it active (visually it looks the same).
It didnt become active even a pasted keyframes.

I'm experienced with blender for almost 20 years, so active vs selected is not something new to me, but even this knowledge I could not figured out what is going here.
Thank you for listening.