Setting/editing keyframes on multiple characters in pose mode doesn't work for Whole Character and Whole Character(selected Bones Only) options. #97209

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opened 2022-04-10 04:46:10 +02:00 by AOG · 3 comments

System Information
Operating system: Windows 10 Home Edition
Graphics card: GeForce RTX 2080

Blender Version
Broken: 3.1.0 Master Build
Worked: never

Setting/editing keyframes on multiple characters in pose mode at the same time only affects the Active Character's Keys on certain insert key options.
Ideally the insert key options work consistently for all selected characters bones.

Exact steps for others to reproduce the error

  • Add two character skeletons to a new scene (Shift+a > Armature > single bone)
  • Select the first bone then Shift+Select the second one.
  • Switch to pose mode
  • hit "a" to select all. You should have both bones highlighted
  • hit "i" to insert a keyframe.
  • if you choose Whole Character or Whole character "Selected bones only" it will only set a key on the bones for the Active Character.
  • if you choose any other option it sets keys on both characters.

Additional comments:
Ideally Whole character would key all characters currently in pose mode.
and Whole Character (Select bones only) would Key any currently selected bones regardless of which character they belong to.

The current functionality is confusing, if it is intended, the label should read "Active Character" and "Active Character(selected Bones only)"

However when a user chooses to have multiple characters in pose mode it is because they are trying to pose and key them at the same time without having to switch back and forth with every adjustment. So having the ability to key multiple whole characters, or a random selection of bones belonging to multiple characters would be useful.

That said keying rotation/translation/scale&custom properties gets me what I need so this is not a blocker but it is something that could be improved for clarity as it will frustrate many animators unaware of this inconsistent behavior for the last two options.
I was relying on "Whole character" and "whole character (Selected bones only)" to essentially key everything until I had to do multiple characters and I got confused for a while why my animations were looking janky until a dug into it.

**System Information** Operating system: Windows 10 Home Edition Graphics card: GeForce RTX 2080 **Blender Version** Broken: 3.1.0 Master Build Worked: never Setting/editing keyframes on multiple characters in pose mode at the same time only affects the Active Character's Keys on certain insert key options. Ideally the insert key options work consistently for all selected characters bones. **Exact steps for others to reproduce the error** - Add two character skeletons to a new scene (Shift+a > Armature > single bone) - Select the first bone then Shift+Select the second one. - Switch to pose mode - hit "a" to select all. You should have both bones highlighted - hit "i" to insert a keyframe. - if you choose Whole Character or Whole character "Selected bones only" it will only set a key on the bones for the Active Character. - if you choose any other option it sets keys on both characters. **Additional comments:** Ideally Whole character would key all characters currently in pose mode. and Whole Character (Select bones only) would Key any currently selected bones regardless of which character they belong to. The current functionality is confusing, if it is intended, the label should read "Active Character" and "Active Character(selected Bones only)" However when a user chooses to have multiple characters in pose mode it is because they are trying to pose and key them at the same time without having to switch back and forth with every adjustment. So having the ability to key multiple whole characters, or a random selection of bones belonging to multiple characters would be useful. That said keying rotation/translation/scale&custom properties gets me what I need so this is not a blocker but it is something that could be improved for clarity as it will frustrate many animators unaware of this inconsistent behavior for the last two options. I was relying on "Whole character" and "whole character (Selected bones only)" to essentially key everything until I had to do multiple characters and I got confused for a while why my animations were looking janky until a dug into it.
Author

Added subscriber: @AgeofGar

Added subscriber: @AgeofGar
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Philipp Oeser removed the
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Animation & Rigging
label 2023-02-09 14:35:08 +01:00
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Reference: blender/blender#97209
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