- Edited
[Feature Rquest] Beta Curve editor Select all keys
Hi!
Curve editor is very handy so far, it's allowing me to build significantly better animations and movements I couldn't afford to do properly on former versions. After updating to beta to have access to it, all animations in the project im working on have been updated to match the new runtime that works in this spine beta. However, I find it's slowing my production speed because I can't select all keys easily. I usually lock all keys of all bones while animating, to avoid unexpected interpolations. However, in former versions I just had to select the white key (to select all keys of all bones) and choose the graph curve I wanted for that interpolation (usually it's smoothing all curves). Now, I have to make a selection in the graph editor and it's hard to select only the keys I want in that specific key.
Would be awesome to be able to click on these orange points to select all keys located in that frame
Eg, click on frame 70 orange point and select all keys, instead of this manual selection (that is usually significantly harder to make when you have got tons of keys):
The problem with using the orange diamonds is the timeline is clicked/dragged a lot and we don't want to make that require precise mouse movements.
You can use the dopesheet below the graph, so you still have access to the white keys. In the screenshot below I clicked the white dopesheet key and it selected the graph keys too. Image removed due to the lack of support for HTTPS. | Show Anyway
The Sync
button is specifically for that configuration and ensures the dopesheet and graph keys line up horizontally. In that screenshot I used the dopesheet view settings to hide the dopesheet toolbar. The dopesheet view could be made even smaller, so only the first row is visible. Maybe we could provide a way to hide the timeline, too.
We considered showing something like the keys in the first row of the dopesheet somewhere in the graph, but it made the graph a bit cluttered. We may still do it in the future, but not for 4.0.
We could use modifier keys so dragging a key would drag all keys on that frame. I'm not sure if that is the best use of modifier keys though, as there are only so many available. Also it's not great to hide a relatively common action without any UI counterpart, making it only available if you know the modifier keys.
Thanks Nate! Yeah, so far I'm using the sync config to select all keys by choosing the respective white key in the dopesheet. However, another interaction inconvenience is the visibility of keys in the graph. In spine, when you select a bone, you see the keys of that bone (in the dopesheet and graph). However, when you deselect the bone (by pressing ESC, for example), you see all the keys in the dopesheet, but it doesn't happen in the graph. In the graph, you still see only the last selected bone, unless you manually activate the visibility of all bones and their keys.
In the other hand, regarding modifier keys, you are completely right. I think my main hassle is the described above, and wouldn't need a modifier for all keys in a specific frame. Nonetheless, it would be great to have custom modifier keys for selected groups of bones. This more or less already happens with the white keys for saved selections (CTRL+#), but this could be nice for complex projects. Especially those involving several skeletons for instance (as we can't, currently, collapse the timelines of entire skeletons)