Anim: Don't use keying sets when inserting keyframes during autokeying #115522
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Reference: blender/blender#115522
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Delete Branch "ChrisLend/blender:autokey_remove_keying_sets"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Prior to this PR, the autokeying system used keying sets
to insert keyframes where required.
With the functions introduced in #113504: Anim: Insert keyframes without keying sets
the code can be simplified and made to not rely on keying sets,
allowing autokeying to also insert keys by rna path directly.
This also removes all the code related to "Insert Needed" from autokeying.
The insert key functions deal with that now, all that is needed is to pass
in the flag.
Part of #113278: Anim: Keyframing Rework
WIP: Anim: Don't use keying sets when inserting keyframes during autokeyingto Anim: Don't use keying sets when inserting keyframes during autokeyingJust to clarify: autokeying still can use keying sets, it just doesn't have to? In other words, this PR brings auto-keying in line with the manual keying changes from the previous PR. If that's the case, I might tweak the PR description to make that clearer:
Just some minor nits and a question.
Also, I want to recall what @dr.sybren mentioned at the last module meeting, about getting feedback and testing on workflow-affecting changes before merging. Since this PR is essentially a continuation of the previous change that already got merged and is mainly just making things consistent with that, it seems less critical to me for this. But nevertheless it would be good to get it into some animators' hands for testing before landing, I think.
@ -141,3 +141,2 @@
void autokeyframe_object(
bContext *C, Scene *scene, ViewLayer *view_layer, Object *ob, eTfmMode tmode);
void autokeyframe_object(bContext *C, Scene *scene, Object *ob);
Add documentation for this. I think it would be especially useful for the doc comments of this and
autokeyframe_pose()
to make it clear what the difference between them is, and what their respective responsibilities are.well honestly I am not quite sure what the differences are yet. I realized there was this duplication when I moved all the functions into the same file. Once the refactoring is complete, it may be we can merge the functions
@ -143,3 +142,3 @@
bContext *C, Scene *scene, ViewLayer *view_layer, Object *ob, eTfmMode tmode);
void autokeyframe_object(bContext *C, Scene *scene, Object *ob);
/**
* Auto-keyframing feature - for objects
"for objects" -> "for poses" (presumably).
This comment was moved as is when I moved the code. My best guess is that it was originally copy pasted from the
autokeyframe_object
functionEdit: I'll make a separate PR for this. No point in diluting the intent of this one
Oh, interesting. Yeah, I think making a separate PR for the documentation changes/additions after more refactoring is fine. Maybe just add a TODO to update/add the docs, then?
actually I think the diff had us fooled here.
The docstring for
autokeyframe_pose
mentionsfor poses/pose-channels
but the code was folded in a confusing wayAnyway I noticed the docstring still mentioned the
tmode
param. I removed that now@ -100,3 +109,3 @@
/* Get flags used for inserting keyframes. */
flag = ANIM_get_keyframing_flags(scene, true);
eInsertKeyFlags flag = ANIM_get_keyframing_flags(scene, true);
I think this can be const.
well spotted
@ -140,1 +150,3 @@
bool do_loc = false, do_rot = false, do_scale = false;
const float scene_frame = BKE_scene_frame_get(scene);
std::string rotation_rna_path = get_rotation_mode_path(eRotationModes(ob->rotmode));
Vector<std::string> rna_paths = {"location", rotation_rna_path, "scale"};
Should this respect the "Default Key Channels", like manual keying does? Not saying it should, just double-checking.
I'd argue no. Auto-keying and manual-keying are two very different concepts and having the Default channels influence auto-keying would be quite annoying I think
Makes sense! Thanks for the explanation. :-)
Yes, the feature of assigning a keying set to auto-keying still exists. It's just all the other functions that don't need to use a keying set have been changed.
@nathanvegdahl about user review. I am not sure this is useful on this PR since it doesn't change the behavior.
The next one would though #115525: WIP: Anim: Separate keying flags
The reason this doesn't change the behavior is that the keying set system would in turn call the insert keyframe functions again. We are just bypassing that with this PR
@ChrisLend Oh! Got it. Yeah, just tested in current main, and that does indeed seem to be the case. The selected keying set has no influence anyway.
So yeah, I think it's fine to just land. In my testing it indeed doesn't appear to change any behavior.
Looks good to me!