(Side note: I've just moved the relevant operators to the "anim" module - so now they'll be ANIM_OT_start_frame_set and ANIM_OT_end_frame_set respectively)
A common shortcut in video editors is [i] and [o], for In and Out points respectively. These could work when mouse over the scrollbar/frame numbers, and on RMB on the frame -> Set In/Out point. Also more of a general term since we are not always seeing frames (sometimes seconds when doing video editing).
Confirmed on first sight, will have a look shortly.
Note: I checked by exporting with the settings the report suggest, resulting in
Thu, Apr 5
Also I forgot to add a visual -- This shows the animation in both Unity and Blender, and the differences are most obvious in the arms. The feet and legs here look pretty fine - I can't tell that there's anything wrong with them.
Tue, Apr 3
Hi. After researching some more.
Fri, Mar 30
I think it has to do with this logic here:
Thu, Mar 29
To help narrow this down a little, when you say that there are little jumps/peaks, is this on any particular curves (i.e. rotation curves in particular), or just any/all of them? Could you include a screenshot of these?
Mon, Mar 26
Currently working on undo code, if this is merged soon I can check on this issue.
This is not a regression which is unlikely to have trivial fix. Such changes are not ending up in a corrective releases.
this is kind of really annoying thing when you animate character) Is it impossible to fix it in 2.79b?
More than a week passed without a reply.
Fri, Mar 23
Thu, Mar 22
Tue, Mar 20
Mar 19 2018
Please follow our submission template and guidelines and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.
Mar 18 2018
Mar 14 2018
Mar 8 2018
Mar 6 2018
@Joshua Leung (aligorith) , any updates here?
Mar 5 2018
My first reaction is that this is probably a oversight. All of the settings you mention were actually introduced after the basic strip creation code was written, so there was no need to support these.
Feb 27 2018
Praise God for showing me the solution! In the outliner, type "Animation", then right click on the object's animation data you want to remove and click "Clear Animation Data"; or just hit Spacebar and type "Clear Animation". It's too bad there's no interactive context for clearing this as we have with Actions, however, it's great that a simple solution is available. :-)
Hi, New dev here! I wanted to claim this task. I propose performing an armature scan after bone removal was done, reset or remove handle settings in affected bone.
I'll post my diff later.
Feb 22 2018
Closing. The previous commits should implement the desired functionality now. (But somehow, I ended up quoting the wrong task number when making the commits)
Feb 21 2018
Feb 20 2018
Feb 19 2018
Can confirm the bug.