Open GeorgeS2019 opened 1 year ago
Here is the fix to the Readme.md
## Features
- [x] Timeline editing, with keyframes:
Classic timeline editing with keyframes and curves.
- [x] Live preview without affecting the original
In the animation editor, you can select a "preview context" which loads an instance of the scene you want to animate.
Any changes that are made here won't affect the original .tscn file.
- [x] Relative value keyframes
Keyframes can set absolute values (e.g. position.x = 30) or relative value (e.g. position.x += 30)
- [x] Easily change who each track is animating (parameterised)
Apply the same animation to different objects. Combined with relative value keyframes, you can apply e.g. the same a walk cycle animation to all your characters
- [x] Set parameters from code.
Easily change who the animation is affecting, or what property is affected at runtime
Set keyframe values based on scripted logic.
- [x] Modifiable playrate (play backwards, play speed modifier
Playback speed,
- [x] Preview in different contexts
- [x] Drag keyframes onto different tracks
Move, copy/paste, duplicate across tracks without hesitation
- [ ] undo/redo
Robust undo system that won't accidentally delete your work
- [ ] Emit signals / call functions?
Keyframes can emit signals and call functions
- [ ] Can have keyframes that are driven by other objects (as with Inverse Kinematics)
Keyframes can be relative to other objects. E.g. look_at target
- [ ] Nested animations
Animations playing other animations. Parameters driving other parameters
- [ ] Expression
Use of expressions/functions instead of keyframes e.g. sin(time) or noise functions to animate
- [ ] Onion skinning
- [ ] Dope sheet with curves
- [ ] Snapping and Grid
- [ ] Zoom and Pan while editing
- [ ] Preview Audio/Video while editing
- [ ] Auto-keyframe LocationRotationScale
Features
Classic timeline editing with keyframes and curves.
In the animation editor, you can select a "preview context" which loads an instance of the scene you want to animate. Any changes that are made here won't affect the original .tscn file.
Keyframes can set absolute values (e.g. position.x = 30) or relative value (e.g. position.x += 30)
Apply the same animation to different objects. Combined with relative value keyframes, you can apply e.g. the same a walk cycle animation to all your characters
Easily change who the animation is affecting, or what property is affected at runtime Set keyframe values based on scripted logic.
[x] Modifiable playrate (play backwards, play speed modifier Playback speed,
[x] Preview in different contexts
[x] Drag keyframes onto different tracks Move, copy/paste, duplicate across tracks without hesitation
[ ] undo/redo Robust undo system that won't accidentally delete your work
[ ] Emit signals / call functions? Keyframes can emit signals and call functions
[ ] Can have keyframes that are driven by other objects (as with Inverse Kinematics) Keyframes can be relative to other objects. E.g. look_at target
[ ] Nested animations Animations playing other animations. Parameters driving other parameters
[ ] Expression Use of expressions/functions instead of keyframes e.g. sin(time) or noise functions to animate
[ ] Onion skinning
[ ] Dope sheet with curves
[ ] Snapping and Grid
[ ] Zoom and Pan while editing
[ ] Preview Audio/Video while editing
[ ] Auto-keyframe LocationRotationScale