Dev:Ref/Proposals/UI/Static Driver Channels
< Dev:Ref | Proposals | UI
2013年12月1日 (日) 08:04時点におけるwiki>Koilzによる版
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).
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