Animation: Project Baklava phase 1: multi-data-block animation #120406

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opened 2024-04-08 17:25:19 +02:00 by Sybren A. Stüvel · 0 comments

Project Baklava Planning

For more context, see:

Phase 1: Multi-slot Actions

Goals: ability to animate with the new multi-slot Action, and having different data-blocks animated by the same Action.

Non-goals: layers, strips on layers, animation-level constraints, bone pickers.

Each sub-phase after 1.3 should have some time to iterate on the new functionality with animators.

1.1: Existing code for the data model → main

#118677: Baklava Phase 1.1

1.2: Data Model access via existing UI

#119875: add layered Action to anim filtering code

Goal: minimal working state for animators to animate anything.

  • Hooking up to the existing animation filtering code
    • Research existing code
    • Add layered Action support
    • Dope Sheet
    • Graph Editor
  • Adding Slots to animation filtering code
    • Action editor (#122672)
    • Dope Sheet (decided to not show slots here)
    • Graph Editor (decided to not show slots here)
  • Key Insertion:
    • From 3D Viewport (#119669)
    • From context menu on properties
    • From Graph Editor
    • From Dope Sheet Editor (all modes except Action/GP)
    • From Action Editor (worked, but not longer after slots are shown there)
    • From Grease Pencil dope sheet mode
    • 'Follow Path' constraint, which sets up animation stuff by itself.
    • Finding all other use sites of keyframe-insertion code. (Discussed in a meeting with Sergey, and he suggested just getting the knowns working, and let the unknowns get discovered through testing rather than scouring the code base.)
  • Key insertion (also via Python): XYZ-to-RGB
  • Icon design for slots → discuss with Pablo Vazquez. (moved to a later sub-phase to not delay marking this one as finished)

End-of-subphase goal: Animators can animate with a file that has been set up for animation by the devs. Update: practical animation will likely be too hindered by not having F-Curve groups (which also causes things like 'only for selected bones' to not work).

1.3: Creating & Assigning Actions

  • Action assigning UI
    • Non-object/bone data-blocks (like cameras/materials)
    • Selecting the slot in the Action editor.
  • Action creation UI/UX
    • Creating new Action + slot through inserting the first key
    • Ensuring Object + Object Data by default use the same Action
  • Slot creation via key insertion.
  • Slot creation via operators on the selector.
  • Slot unassignment operators.
  • Sanity check on RNA API of AnimData struct.

End-of-subphase goal: Animators can animate a file from scratch.

1.4: Organisation of animation channels

This sub-phase focuses on getting feature parity with the legacy Action F-Curve groups.

  • Manual grouping & un-grouping of FCurves
  • Automatic creation of new groups, when new F-Curves are created.
  • Automatically add new F-Curves to existing groups, when they already exist.

End-of-subphase goal: Animators don't get lost in their long lists of channels.

1.5: Feature Par with Actions

  • Autokeying
  • Selection syncing (objects/bones/otherthings vs. their animation channels) if feasible to do with the current code base for this.
  • Cycle-aware keying? At least to the point how it works now.
  • Investigate what is necessary for NLA support of single-layer, multi-slot Actions.
  • Dopesheet & Graph Editor filters.
  • Cleanup pass on C++ API moving some F-Curve related functions from KeyframeStrip to ChannelBag.
  • Icon design for slots → discuss with Pablo Vazquez.

End-of-subphase goal: Animators can work with the multi-slot Actions as comfortably as with legacy Actions.

1.6: Ensuring all the other code can work with layered Actions

There will be much code that doesn't go through the animation filtering or key insertion systems, but directly accesses action->curves. This code needs to be updated to handle layered Actions.

1.7: Tooling

  • Conversion from Legacy to Layered Action.
  • Conversion from single-slot Action to legacy Action?
  • Tools for merging (N Actions → 1 multi-slot Action) and (1 multi-slot Action → N single-slot Actions).
  • Library Override support. Even when nothing should be overridable, there should be time to think about this and make clear decisions (+ document those).

1.8: Proven Explanations & Documentation

  • We need to be able to explain multi-slot Actions.
  • The explanation needs to be written down in the documentation.

1.9: NLA and Pose Library support

  • NLA support for single-layer Actions.
  • Pose Library should produce & work with multi-slot Actions.

1.10: Going out of Experimental

  • Versioning to convert legacy Actions to layered ones.
  • Make the Python API for legacy Actions work with single-slot, single-layer Actions as well.
  • Forward compatibility: write F-Curves of the first slot, first strip, first layer as legacy F-Curves as well.
  • Final iteration on animator feedback.
  • Remove the experimental flag

Other things, which will likely have to wait until later phases:

  • Per-FCurve-group modifiers. But maybe those become 'modifier strips', and scoping of those is done on a per-layer level.
  • Animation Filtering code replacement. Becomes a little more important when looking at FCurve groups. Those will likely be reimplemented from scratch to get rid of weird ListBase dependent stuff.
  • Fine-grained dependency graph nodes. Currently the Action can only be tagged for update as a whole, causing a full re-evaluation of all animated data-blocks. This should be more granular.
  • Enriching F-Curve grouping functionality:
    • Automatic creation of "manual" groups
    • Automatic (implicit) grouping of FCurves?
    • Automatic sorting of FCurves:
      • First location, then rotation, then scale, then the rest
      • Keeping array elements sequential & in array order
    • Manual reordering of Bindings within an Animation
# Project Baklava Planning For more context, see: - [2024: Animation 2025: Progress & Planning][blogpost-baklava] - [2023: Layered Animation workshop][workshop-2023] - [2022: Character Animation workshop][workshop-2022] [blogpost-baklava]: https://code.blender.org/2024/02/animation-2025-progress-planning/ [workshop-2023]: https://code.blender.org/2023/07/animation-workshop-june-2023/ [workshop-2022]: https://developer.blender.org/docs/features/animation/module/character_animation_workshop_2022/ ## Phase 1: Multi-slot Actions Goals: ability to animate with the new multi-slot Action, and having different data-blocks animated by the same Action. Non-goals: layers, strips on layers, animation-level constraints, bone pickers. **Each sub-phase after 1.3 should have some time to iterate on the new functionality with animators.** ### 1.1: ✅ ~~Existing code for the data model → `main`~~ ~~#118677: Baklava Phase 1.1~~ ### 1.2: ✅ ~~Data Model access via existing UI~~ #119875: add layered Action to anim filtering code Goal: minimal working state for animators to animate *anything*. - [x] Hooking up to the existing animation filtering code - [x] Research existing code - [x] Add layered Action support - [x] Dope Sheet - [x] Graph Editor - [x] Adding Slots to animation filtering code - [x] Action editor ([#122672](https://projects.blender.org/blender/blender/pulls/122672)) - [x] ~~Dope Sheet~~ (decided to not show slots here) - [x] ~~Graph Editor~~ (decided to not show slots here) - [x] Key Insertion: - [x] From 3D Viewport ([#119669](https://projects.blender.org/blender/blender/pulls/119669)) - [x] From context menu on properties - [x] From Graph Editor - [x] From Dope Sheet Editor (all modes except Action/GP) - [x] From Action Editor (worked, but not longer after slots are shown there) - [x] From Grease Pencil dope sheet mode - [x] 'Follow Path' constraint, which sets up animation stuff by itself. - [ ] ~~Finding all other use sites of keyframe-insertion code.~~ (Discussed in a meeting with Sergey, and he suggested just getting the knowns working, and let the unknowns get discovered through testing rather than scouring the code base.) - [x] Key insertion (also via Python): XYZ-to-RGB - [ ] ~~Icon design for slots → discuss with Pablo Vazquez.~~ (moved to a later sub-phase to not delay marking this one as finished) **End-of-subphase goal:** Animators can animate with a file that has been set up for animation by the devs. **Update:** practical animation will likely be too hindered by not having F-Curve groups (which also causes things like 'only for selected bones' to not work). ### 1.3: Creating & Assigning Actions - [ ] Action assigning UI - [ ] Non-object/bone data-blocks (like cameras/materials) - [ ] Selecting the slot in the Action editor. - [ ] Action creation UI/UX - [x] Creating new Action + slot through inserting the first key - [ ] Ensuring Object + Object Data by default use the same Action - [x] Slot creation via key insertion. - [ ] Slot creation via operators on the selector. - [ ] Slot unassignment operators. - [ ] Sanity check on RNA API of `AnimData` struct. **End-of-subphase goal:** Animators can animate a file from scratch. ### 1.4: Organisation of animation channels This sub-phase focuses on getting feature parity with the legacy Action F-Curve groups. - [ ] Manual grouping & un-grouping of FCurves - [ ] Automatic creation of new groups, when new F-Curves are created. - [ ] Automatically add new F-Curves to existing groups, when they already exist. **End-of-subphase goal:** Animators don't get lost in their long lists of channels. ### 1.5: Feature Par with Actions - [x] Autokeying - [ ] Selection syncing (objects/bones/otherthings vs. their animation channels) if feasible to do with the current code base for this. - [ ] Cycle-aware keying? At least to the point how it works now. - [ ] Investigate what is necessary for NLA support of single-layer, multi-slot Actions. - [ ] Dopesheet & Graph Editor filters. - [x] Cleanup pass on C++ API moving some F-Curve related functions from `KeyframeStrip` to `ChannelBag`. - [ ] Icon design for slots → discuss with Pablo Vazquez. **End-of-subphase goal:** Animators can work with the multi-slot Actions as comfortably as with legacy Actions. ### 1.6: Ensuring all the other code can work with layered Actions There will be much code that doesn't go through the animation filtering or key insertion systems, but directly accesses `action->curves`. This code needs to be updated to handle layered Actions. ### 1.7: Tooling - [ ] Conversion from Legacy to Layered Action. - [ ] Conversion from single-slot Action to legacy Action? - [ ] Tools for merging (`N` Actions → `1` multi-slot Action) and (`1` multi-slot Action → `N` single-slot Actions). - [ ] Library Override support. Even when nothing should be overridable, there should be time to think about this and make clear decisions (+ document those). ### 1.8: Proven Explanations & Documentation - [ ] We need to be able to explain multi-slot Actions. - [ ] The explanation needs to be written down in the documentation. ### 1.9: NLA and Pose Library support - [ ] NLA support for single-layer Actions. - [ ] Pose Library should produce & work with multi-slot Actions. ### 1.10: Going out of Experimental - [ ] Versioning to convert legacy Actions to layered ones. - [ ] Make the Python API for legacy Actions work with single-slot, single-layer Actions as well. - [ ] Forward compatibility: write F-Curves of the first slot, first strip, first layer as legacy F-Curves as well. - [ ] Final iteration on animator feedback. - [ ] Remove the experimental flag ### 1.x: Unplanned but related Other things, which **will likely have to wait** until later phases: - [ ] Per-FCurve-group modifiers. But maybe those become 'modifier strips', and scoping of those is done on a per-layer level. - [ ] Animation Filtering code replacement. Becomes a little more important when looking at FCurve groups. Those will likely be reimplemented from scratch to get rid of weird `ListBase` dependent stuff. - [ ] Fine-grained dependency graph nodes. Currently the Action can only be tagged for update as a whole, causing a full re-evaluation of all animated data-blocks. This should be more granular. - [ ] Enriching F-Curve grouping functionality: - [ ] Automatic creation of "manual" groups - [ ] Automatic (implicit) grouping of FCurves? - [ ] Automatic sorting of FCurves: - [ ] First location, then rotation, then scale, then the rest - [ ] Keeping array elements sequential & in array order - [ ] Manual reordering of Bindings within an Animation
Sybren A. Stüvel added the
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label 2024-04-08 17:25:19 +02:00
Sybren A. Stüvel changed title from Animation: Project Baklava phase 1: multi-ID animation to Animation: Project Baklava phase 1: multi-data-block animation 2024-04-08 17:28:13 +02:00
Sybren A. Stüvel added the
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Animation & Rigging
label 2024-04-08 17:32:40 +02:00
Sybren A. Stüvel added this to the Animation & Rigging project 2024-07-18 18:15:30 +02:00
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