Anim: Graph Editor Push/Pull operator #112388

Merged
Christoph Lendenfeld merged 8 commits from ChrisLend/blender:ge_push_pull into main 2023-09-21 12:46:34 +02:00

This finishes the work that Ares Deveaux started here #106527: Animation: push pull slider

Scales the selected keys from an imaginary line that runs from the start to the end of the segment.

This finishes the work that Ares Deveaux started here [#106527: Animation: push pull slider](https://projects.blender.org/blender/blender/pulls/106527) Scales the selected keys from an imaginary line that runs from the start to the end of the segment. <video src=/attachments/c136eb7f-770a-4365-986a-34d79ecd0043 controls></video>
Christoph Lendenfeld added the
Module
Animation & Rigging
label 2023-09-14 17:59:21 +02:00
Christoph Lendenfeld added 6 commits 2023-09-14 17:59:28 +02:00
Christoph Lendenfeld added this to the Animation & Rigging project 2023-09-14 17:59:37 +02:00
Christoph Lendenfeld changed title from Animation: Graph Editor Push/Pull operator to Anim: Graph Editor Push/Pull operator 2023-09-15 11:57:25 +02:00
Nathan Vegdahl requested review from Nathan Vegdahl 2023-09-19 11:31:50 +02:00
Member

Something I didn't think about before in the other PRs for these operators is: how should handles be affected?

When the handles are auto or auto-clamped, the current operators work great. But if they're manually positioned, the handles just translate with the motion of the keys. Sometimes that's probably what we want. But for this operator (and I think some of the others), that leads to weird-feeling results.

Something I didn't think about before in the other PRs for these operators is: how should handles be affected? When the handles are auto or auto-clamped, the current operators work great. But if they're manually positioned, the handles just translate with the motion of the keys. Sometimes that's probably what we want. But for this operator (and I think some of the others), that leads to weird-feeling results.
Author
Member

That is a good question. I am not sure we can do anything.
If the user has positioned the handles, that signals an intention for them to stay like that.

On second thought maybe not. The animators intention is to have the curve stay in the shape it is in. The handles are just a means to get that shape.
We could probably move the handles in such a way that the shape of the curve stays intact. But that will be a separate PR

sorry for the rambling

That is a good question. I am not sure we can do anything. If the user has positioned the handles, that signals an intention for them to stay like that. On second thought maybe not. The animators intention is to have the curve stay in the shape it is in. The handles are just a means to get that shape. We could probably move the handles in such a way that the shape of the curve stays intact. But that will be a separate PR sorry for the rambling
Member

Yeah, I was thinking that with this operator, it behaves as a specific kind of "scaling", so applying the same transform to the manually-set handles probably makes sense. For example, when playing around with this operator, when I'm "pulling" (i.e. making the animation less extreme), the handles not getting squashed down along with the keys results in remaining humps in the curve, which very much goes counter to what I would expect and want.

I'm fine leaving that for another PR, though. Maybe we can tackle all of these new operators together, figuring out what the handle behavior should be for each one.

Yeah, I was thinking that with this operator, it behaves as a specific kind of "scaling", so applying the same transform to the manually-set handles probably makes sense. For example, when playing around with this operator, when I'm "pulling" (i.e. making the animation less extreme), the handles not getting squashed down along with the keys results in remaining humps in the curve, which very much goes counter to what I would expect and want. I'm fine leaving that for another PR, though. Maybe we can tackle all of these new operators together, figuring out what the handle behavior should be for each one.
Nathan Vegdahl requested changes 2023-09-21 12:30:30 +02:00
Nathan Vegdahl left a comment
Member

Just some minor nits in comments and tooltips. Otherwise looks ready to land!

Just some minor nits in comments and tooltips. Otherwise looks ready to land!
@ -884,0 +896,4 @@
}
for (int i = segment->start_index; i < segment->start_index + segment->length; i++) {
/* For easy calculation of the curve, the values are normalized. */
Member

Very minor typo: a double space between "the" and "values".

Very minor typo: a double space between "the" and "values".
nathanvegdahl marked this conversation as resolved
@ -2078,0 +2140,4 @@
/* Identifiers. */
ot->name = "Push Pull Keyframes";
ot->idname = "GRAPH_OT_push_pull";
ot->description = "Exagerates or minimize the value of the selected keys";
Member

Spelling: exaggerates.

Also keep the verb form consistent: either "Exaggerates or minimizes" or "Exaggerate or minimize". I think the latter is standard in Blender?

Spelling: exaggerates. Also keep the verb form consistent: either "Exaggerates or minimizes" or "Exaggerate or minimize". I think the latter is standard in Blender?
Author
Member

Good catch, thanks!

Good catch, thanks!
nathanvegdahl marked this conversation as resolved
Christoph Lendenfeld added 2 commits 2023-09-21 12:35:15 +02:00
Christoph Lendenfeld requested review from Nathan Vegdahl 2023-09-21 12:35:55 +02:00
Nathan Vegdahl approved these changes 2023-09-21 12:37:02 +02:00
Nathan Vegdahl left a comment
Member

Looks good to me!

Looks good to me!
Christoph Lendenfeld merged commit 25031f8a86 into main 2023-09-21 12:46:34 +02:00
Christoph Lendenfeld deleted branch ge_push_pull 2023-09-21 12:46:35 +02:00
Christoph Lendenfeld removed this from the Animation & Rigging project 2023-11-21 14:37:05 +01:00
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Reference: blender/blender#112388
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