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2018年6月29日 (金) 06:05時点における最新版

Static Driver Channels

Problem

Selecting drivers to edit them, then testing to see how they work, has a problem.
Say you add a driver to control a mesh shape key value.
Then you want the driver to read a bone rotation.
So you open the graph editor.
Select the bone, rotate the bone to the desired position and check the Transform panel.
Lets say its bone rotation X 1.57.
Now i have to remember that number, because the Transform properties will change.
So you select the mesh, add driver variable, add settings, change frame to 1.57.
Now i want to test the driver, so i select the bone and move it.
The problem is, whenever i select the bone, the driver disappears from the graph editor.
To edit and tweak the driver i have to select the mesh.
To test the driver i have to select the bone to rotate it.
This process may go on a few times to tweak the FCurve correctly.

Proposal

Instead of having a generated list of driver channels from the active object.
Have a full generated list of driver channels from the scene.
pros
I can keep the bone selected throughout the process.
The drivers wont keep dissapearing, and i can check the bone Transform panel.
cons
If lots of drivers are in the scene, you will have a big list of channels, but i dont think drivers get that bad (may be wrong).

Koilz

Proposal 2

       by Josemaria RRA (not the original author of this proposal)
In the Graph Editor for animation there is a button that looks like a ghost, that shows all controllers, even if they are not selected. For this situation if a similar button was added it would resolve the problem, with hardly any cons.

Proposal 3

I didnt know about the ghost.
The driver editor also has one.
This makes editing much more easy.

Ill strike the page.

This page can be deleted.

Koilz 30.11.13