Closed claudeha closed 4 years ago
This has been the case since the start.
Animation features are not active in progressive mode, not keyframes and not easing curves.
Honestly if clicking the mouse twice is just too tedious then I'm not sure what to do about that, these modes are different and serve very different purposes, they should remain de-coupled imho.
Maybe a preferences setting? but it seems like a lot of code to save a mouse click and I think it will only confuse users.
edit: a preferences switch that defaults to de-coupled, the way it is now, might be fine, will have to try it to know how much code will be added to get the behavior you're looking for, this might uncover or cause other issues that will have to be overcome with specialized code or alterations.
...in this case is it just easing curves to be updated or the animation state that includes key frames ???
Line 2096 in file MainWindow,cpp
void MainWindow::timeChanged(int value) {...
replace
Q_UNUSED(value)
with
if ( getVariableEditor()->hasEasing() )
engine->updateEasingCurves ( value ); // current frame
nailed it in two lines :D easy to add a preferences option to enable or disable this
the only thing to do is test this to make sure it doesn't cause problems with creating animations or other render modes and stuff
if all works well maybe can forego other triggering mechanism for easingcurves ...
edit: I think it needs a test for render state so the above line is irrelevant, this won't interfere with other rendering functions (still need to test though)
renderState =! Animation // we're not in animation mode
&& renderState =! Tiled // or rendering tiled images
so the 'feature' is functional in progressive desktop view but effectively out of the way for normal animation sequence rendering.
=!
I think you mean !=
, otherwise subtle bug.
is it just easing curves to be updated or the animation state that includes key frames
I'd say it should do everything that dragging the time slider in animation mode does.
Need to check that creating animations is not impeded indeed. I can try it next week perhaps.
actually that's a human language dyslexism thing =! means: if this = anything but that lol
edit: hmmm... thinking.... while working on a project, if I'm developing an easing curve, I select animation mode and while it's playing...
select (LMB) slider, hit F7 key, make changes, apply them and observe, repeat until perfect or RMB on time slider, make adjustments, apply and observe, repeat until perfect
all while the animation is playing!
so, my thought is that, it's a trivial thing to make (topic heading) happen but not in line with the concept of different work "areas" for different tasks. In the gui Animation mode is for developing camera paths and morphing settings while Progressive mode is for developing that look for the scene in general. So my final thought is that they should remain separate. ( or optional ? )
Describe the bug The time slider updates from easing curves in animation mode. As the time uniform is still updated in progressive mode when the slider is moved, I think it should update from the easing curves too.
To Reproduce Steps to reproduce the behavior:
time
uniform is updatedExpected behavior Time slider updates uniforms from easing curves always.
Desktop (please complete the following information):
Additional context Workaround of "switch from progressive to animation, touch time slider, switch back to progressive" is tedious.