Fix #100115: Show non "Relative" animation keys in the shapekey action editor #121829

Merged
Sebastian Parborg merged 2 commits from ZedDB/blender:shapekey_action_evaltime into main 2024-05-21 14:05:48 +02:00

Because the shapekey editor is trying to have a more fancy UI with
sliders on each "Relative" shapekey value, all other animatible
properties were not drawn.

This patch now makes it possible to easily work with actions that have
non "Relative" keys. Before this was almost impossible as the user could
not see what action they had selected or which non relative keys were in
them as the UI would think that the action was empty.

While working on this I also noticed that there are some other
properties in relative mode that is not in the action editor either
(Range Min/Max). I added a TODO about that in the code as one would
probably want to group those together in a nice way with either
respective shapekey.

Because the shapekey editor is trying to have a more fancy UI with sliders on each "Relative" shapekey value, all other animatible properties were not drawn. This patch now makes it possible to easily work with actions that have non "Relative" keys. Before this was almost impossible as the user could not see what action they had selected or which non relative keys were in them as the UI would think that the action was empty. While working on this I also noticed that there are some other properties in relative mode that is not in the action editor either (Range Min/Max). I added a TODO about that in the code as one would probably want to group those together in a nice way with either respective shapekey.
Sebastian Parborg added the
Module
Animation & Rigging
label 2024-05-15 16:01:27 +02:00
Sebastian Parborg added 1 commit 2024-05-15 16:01:31 +02:00
2b3d23c8ef Fix #100115: Show non "Relative" animation keys in the shapekey action editor
Because the shapekey editor is trying to have a more fancy UI with
sliders on each "Relative" shapekey value, all other animatible
properties were not drawn.

This patch now makes it possible to easily work with actions that have
non "Relative" keys. Before this was almost impossible as the user could
not see what action they had selected or which non relative keys were in
them as the UI would think that the action was empty.

While working on this I also noticed that there are some other
properties in relative mode that is not in the action editor either
(Range Min/Max). I added a TODO about that in the code as one would
probably want to group those together in a nice way with either
respective shapekey.
Sebastian Parborg added this to the Animation & Rigging project 2024-05-15 16:01:38 +02:00
Sebastian Parborg requested review from Sybren A. Stüvel 2024-05-15 16:01:48 +02:00
Nathan Vegdahl requested review from Nathan Vegdahl 2024-05-21 10:23:09 +02:00
Nathan Vegdahl requested changes 2024-05-21 11:53:50 +02:00
Dismissed
Nathan Vegdahl left a comment
Member

Works great from a bit of testing. The code also basically looks good to me. Just one thing that can be simplified, and something that confused me a bit.

Works great from a bit of testing. The code also basically looks good to me. Just one thing that can be simplified, and something that confused me a bit.
@ -1700,0 +1714,4 @@
if (!key->adt || !key->adt->action) {
return 0;
}
animrig::Action &action = key->adt->action->wrap();
Member

This wrap is unnecessary (and I think ends up being a little misleading), since you're working with the action as a legacy action, rather than as a new-style layered action.

I'd say just work with the bAction pointer directly, which is both simpler and leaves the code in a state that more obviously needs to be updated for the new animation system when we get to it.

This wrap is unnecessary (and I think ends up being a little misleading), since you're working with the action as a legacy action, rather than as a new-style layered action. I'd say just work with the `bAction` pointer directly, which is both simpler and leaves the code in a state that more obviously needs to be updated for the new animation system when we get to it.
ZedDB marked this conversation as resolved
@ -1700,0 +1717,4 @@
animrig::Action &action = key->adt->action->wrap();
FCurve *first_fcu = static_cast<FCurve *>(action.curves.first);
for (FCurve *fcu = first_fcu;
(fcu = animfilter_fcurve_next(
Member

I might be confused, but shouldn't this be the incrementer, rather than the stop condition? And then the stop condition can just be the normal nullptr check.

I might be confused, but shouldn't this be the incrementer, rather than the stop condition? And then the stop condition can just be the normal nullptr check.
Member

Talked to @ZedDB in person, and he explained that this is the same looping code used elsewhere for the same general purpose. I think that's fine for now, and if we want to clean up how that works we can do it in the future as another commit/PR.

Talked to @ZedDB in person, and he explained that this is the same looping code used elsewhere for the same general purpose. I think that's fine for now, and if we want to clean up how that works we can do it in the future as another commit/PR.
nathanvegdahl marked this conversation as resolved
Sebastian Parborg added 1 commit 2024-05-21 13:06:26 +02:00
Nathan Vegdahl approved these changes 2024-05-21 14:00:51 +02:00
Sebastian Parborg merged commit 7ff8a7b173 into main 2024-05-21 14:05:48 +02:00
Sebastian Parborg deleted branch shapekey_action_evaltime 2024-05-21 14:05:51 +02:00
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Reference: blender/blender#121829
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