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

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

This was originally part of the planning at https://hackmd.io/@anim-rigging/r1FBrCe2T

For more context, see:

Phase 1: Multi data-block animation

Goals: ability to animate with the new Animation data-block, and having different data-blocks animated by the same Animation.

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

1.1: Existing code for the data model → main

#118677: Baklava Phase 1.1

1.2: Data Model access via existing UI

#119875: add Animation data-block 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 Animation datablock support
    • Dope Sheet
    • Graph Editor
  • Key Insertion from 3D Viewport (#119669)
  • Key Insertion from context menu on properties
  • Key insertion (also via Python): XYZ-to-RGB

End-of-phase goal: Animators can animate with a file that has been set up for animation by the devs.

1.3: Creating & Assigning Animation data-blocks

  • Animation data-block assigning UI
    • Non-object/bone data-blocks (like materials)
    • 'Animation' mode (copy of 'Action' mode) of Dope Sheet
  • Animation data-block creation UI/UX (esp. when creating through inserting the first key)

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

1.4: Organisation of animation channels

  • FCurve Groups
    • Manual grouping of FCurves
    • 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

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

1.5: Feature Par with Actions

... but not the NLA (so no Animation strips in the NLA).

  • Autokeying
  • Selection syncing (objects/bones/otherthings vs. their animation channels).
  • Cycle-aware keying?

End-of-phase goal: Animators can work with the new Animation data-block as comfortably as with (linear/non-NLA) Actions. They can replace Actions with Animation data-blocks.

High prio to add to the above (or a subphase by itself):

  • Tools for (N Actions → 1 Animation) and (1 Animation → N Actions).
  • Library Override support. Even when nothing should be overridable, there should be time to think about this and make clear decisions (+ document those).

Other things:

  • 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 animation data-block can only be tagged for update as a whole, causing a full re-evaluation of all animated data-blocks. This should be more granular.
This was originally part of the planning at https://hackmd.io/@anim-rigging/r1FBrCe2T 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 data-block animation Goals: ability to animate with the new `Animation` data-block, and having different data-blocks animated by the same `Animation`. Non-goals: layers, strips on layers, animation-level constraints, bone pickers. ### ~~1.1: Existing code for the data model → `main`~~ ~~#118677: Baklava Phase 1.1~~ ### 1.2: Data Model access via existing UI #119875: add Animation data-block to anim filtering code Goal: minimal working state for animators to animate *anything*. - [ ] Hooking up to the existing animation filtering code - [x] Research existing code - [ ] Add Animation datablock support - [x] Dope Sheet - [x] Graph Editor - [ ] Key Insertion from 3D Viewport ([#119669](https://projects.blender.org/blender/blender/pulls/119669)) - [ ] Key Insertion from context menu on properties - [ ] Key insertion (also via Python): XYZ-to-RGB **End-of-phase goal:** Animators can animate with a file that has been set up for animation by the devs. ### 1.3: Creating & Assigning `Animation` data-blocks - [ ] Animation data-block assigning UI - [ ] Non-object/bone data-blocks (like materials) - [ ] 'Animation' mode (copy of 'Action' mode) of Dope Sheet - [ ] Animation data-block creation UI/UX (esp. when creating through inserting the first key) **End-of-phase goal:** Animators can animate a file from scratch. ### 1.4: Organisation of animation channels - [ ] FCurve Groups - [ ] Manual grouping of FCurves - [ ] 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 **End-of-phase goal:** Animators don't get lost in their long lists of channels. ### 1.5: Feature Par with Actions ... but not the NLA (so no `Animation` strips in the NLA). - [ ] Autokeying - [ ] Selection syncing (objects/bones/otherthings vs. their animation channels). - [ ] Cycle-aware keying? **End-of-phase goal:** Animators can work with the new Animation data-block as comfortably as with (linear/non-NLA) Actions. They can replace Actions with Animation data-blocks. ### 1.x: Unplanned but related **High prio** to add to the above (or a subphase by itself): - [ ] Tools for (N Actions → 1 Animation) and (1 Animation → N Actions). - [ ] Library Override support. Even when nothing should be overridable, there should be time to think about this and make clear decisions (+ document those). Other things: - [ ] 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 animation data-block can only be tagged for update as a whole, causing a full re-evaluation of all animated data-blocks. This should be more granular.
Sybren A. Stüvel added the
Type
Design
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
Module
Animation & Rigging
label 2024-04-08 17:32:40 +02:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
1 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#120406
No description provided.