Hi Erika - just wanted to say: thankyou for your reply ..and for the github request adds! I will definitely go into more detail re the use-cases for duplicate views and increased zoom when I have a moment outside of worktime! :0)
Hi Again Erika:
Re the timeline zoom - thinking further on this: I often have real trouble when trying to get keys in the same place when working between frames :detective: So maybe what I am actually wishing for is not increased zoom, but an optional 'snapping' mode for between frames too, so you can land on '0.1', '0.2', etc reliably if needed, and avoid ending up with one key 'nearly-but-not-quite' in same place as the other, and then you can never again select one key without accidentally selecting the other. That said, I know it can be done by typing in the position as well, so there are options.
The second Tree view, though: In a nutshell, I'm wanting to be able to see two different parts of a rig - or of two separate rigs - at once, in the tree specifically. I often need to pop quickly between them, comparing and editing names/slots/setup. On a recent game we were often working on Front and Side rigs for the characters concurrently for instance and, boy, I really wished for it then. Paired Animations/ Imported skeletons, or any other situ that calls for multiple hierarchies in a scene are a usecase for this. Or just one long hierarchy. It would save a lot of scrolling time. And if you could drag stuff from one tree view into another, that would be totally magical!
Re other possible solutions: Selection Sets are more useful when I am sure I will repeatedly need to select that bone during an anim, rather than comparing different areas of rigs during setup, where you are constantly moving through different elements..
Filtering by type helps fit more stuff in the tree, but still not enough for the sort of rigs some game devs regularly work with, plus often we are wanting to see bones and slots and attachments all at once.
And while it is handy having separate windows for Animations/ Skins etc, these don't have the full functionality of the tree (I do appreciate that their intention is more to be able to swop skins/animations in Animate mode, rather than... accidentally delete stuff - 😃 !).
Have attached a screenshot of two tree views from Blender, where you can turn any window to whatever the heck you like, regardless of whether you already have one of those open. Multiple windows of pretty much any view can prove incredibly useful tbh, but particularly the Tree, given it can get very long, and contains the 'guts' of everything.
That's not to assume this isn't complete pain in the ass to set up, programmatically speaking, especially with Expand And Scroll in the mix - to make this useful a user would definitely have it switched off in at least one tree view, and I have no idea if that is even possible!
But anyway, that is my case for it. This kind of doubles back to my request about the imported anims list in a way. Both of these really are about being able to move easier through the amount of 'stuff' Spine is called upon to carry in one scene these days. I do spend a lot of time scrolling around hierarchies/skins/constraints lists, even with the touches that have already been added to ease that.
Anyway, thanks for asking and listening 🙂