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  • v1.3.27 - dopesheet changes

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BTW, I noticed the Current Frame textbox now supports decimals. Thanks for that, Nate! Really helps.
I used to have to hold shift and feel around for the center between two frames/intervals, or animate them at half speed then scale down the duration in the dopesheet. xD

I guess animating really fast things will eventually be even cleaner with custom framerates though. (If that's what it's for)

Found a bug:

  • First, I have several keys in the dopesheet, and some of those keys are in between frames/intervals. (have decimal timestamps)
  • Then, I select those keys.
  • Then, I drag that selection left or right to move it forward or backward in time.

Those keys with decimal frame numbers disappear... or move to the closest whole-number interval. Or something.

Yeah, setting your own framerate is just to make it more convenient by using integer frames.

Spine always uses integer frame by default. If you don't want it to snap to frames, hold shift. This is true when moving keys or selection boxes, scaling selection boxes, scrubbing the timeline, etc. So if I understand correctly, there is no bug for once, woohoo! :party:

Well, it's kind of a bug.

Some of those keys are whole number intervals and some of them aren't. If I want to move a chunk of the animation along the timeline, (by selecting multiple keys and then dragging them), still wanting the snapping feature for the start and end of the selection perhaps, I shouldn't expect that chunk of animation to change (particularly the gaps between keys to change) regardless. And I certainly wouldn't want some of the keys to be completely obliterated like what currently happens.

I suspect some snapping applied to the keys individually instead of the selection as a whole on the backend. But whatever.

I personally won't be having problems with this once the custom framerate feature comes in. I'd much prefer just using whole numbers and being able to snap and easily select things. And for now, knowing this happens, I can just consciously avoid doing it and keep working around it (which takes a bit of extra time each time).

But I get the feeling that for some users out there, it will happen. XD

Ah, I understand better now. I've changed dragging a selection box so the keys inside do not snap. Dragging the whole box still snaps unless shift is held. This means if your keys are on integer frames they stay that way, and if they are between frames that also stay that way.

If you select individual keys by clicking or ctrl clicking, when you drag them they snap to integer frames unless you hold shift (as they have always done). I think this is reasonable, as it provides a way to snap keys to frames (which is most common) and also to move keys that are off integer frames.

Cool. Bug fixes.

And onion skinning. :party:

Thanks, Nate!