Anim: Add new keyframe type 'GENERATED' #120564
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Reference: blender/blender#120564
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Delete Branch "dr.sybren/blender:pr/anim-add-automation-keytype"
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Add a new keyframe type named 'generated', which is meant to indicate that the key was set by some automated tool (like an add-on), rather than manually by an animator.
This is meant for tooling that needs to create keys in a repeatable way. With this new key type, the tool can know which keys it generated before, and thus those can be removed and re-generated.
Here are some screenshots with different themes. In the middle there are some generated keys, and some of those are selected. The 'generated' keys are intentionally shown dimly, so that they don't distract from the animator-set keys.
The blue outline comes from the existing theme
Note that the themes (except the first two) are part of the addons repository, and thus can't be included in this PR. I'll commit those separately.
Question for the reviewers: what shall we do with the graph editor? Blender currently draws all key types the same there. For this type, we might want to make an exception? That can be done in a later PR though.
@ -113,0 +114,4 @@
"GENERATED",
ICON_KEYTYPE_GENERATED_VEC,
"Generated",
"A key generated by some generated, instead of a human animator"},
The tooltip
A key generated by some generated, instead of a human animator
is a bit confusing, maybe something like:A key created automatically by a generative operation
A key created by a generative tool, not manually created
A key created by a generator operator, not manually
Hah, over-zealous search & replace, the key type was originally called "automation", but I changed that to "generated". This description became downright stupid. It used to be:
In any case, I like a combination of your suggestions,
A key generated automatically by a tool, not manually created
.Code wise I think this works.
The bigger issue I see is with UX. The user can set keyframes as "generated" by pressing
R
in the Dope Sheet.That's confusing and also unsafe if the goal is for those key types to be marked as "generate by code"
I am not sure what the solution is. If we hide this key type from the artists its also a bit confusing. The artists would have no way of knowing what that key type means.
The following is my train of thought that led nowhere.
I see your point. I think this is fine, though. It gives control to animators, where they can choose themselves whether to change generated keys to manual ones (opening the door for the next tool to create other keys), or vice versa.
I wouldn't mind having a separator between the currently-existing types and the 'generated' one, though, to visualise a bit better that it's a different one. But that's hard, given that this popup is just a generic "show the enum" call.
I think it's not a good idea to have hidden flags, and we don't have enough colours & shapes to make this obvious in the dopesheet. That's why I got to the most simple approach, and simply add another key type.
Looks good to me.
@ -41,3 +41,3 @@
const bool sel,
const eBezTriple_KeyframeType key_type,
const short mode,
const eKeyframeShapeDrawOpts mode,
Thank you.
@blender-bot build
I agree, let's land it then