- Amsterdam, Netherlands
- https://cessen.com
-
Animator, rigger, and software developer. Currently working at the Blender Institute as a developer on Blender's animation system.
Been using Blender since 1998, and worked on Big Buck Bunny and Sintel (two of Blender's open movie projects).
- Joined on
2003-03-21
Yeah. I also checked with one of the animators here at the studio, and he said he would use Select Handles and Select Keys, but couldn't think of a common use for left/right. Of course, that's…
Good call.
But now that I think of it, do we even need the left/right versions in there at all? [The primary use case](blender/blender#103802 (comment)…
Just some minor nits in comments and tooltips. Otherwise looks ready to land!
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…
This definitely looks better! We also recently discussed the visual confusion of custom bone colors at a recent module meeting: https://devtalk.blender.org/t/2023-08-31-animation-rigging-module-m…
I changed the operator name. Still not happy with the tool tips. I'll work on improving those next.
Brought naming of the operator up at the module meeting, and consensus was "Select Key / Handles".
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…
This looks good to me, but I'd like to get one more pair of eyes on it before merging.
Since the functionality has become a bit more flexible, I changed the description. Would love to have your eyes on it again.
I've updated the PR to the new options I outlined earlier.
Now that I've done that, however, it's not clear to me that the current operator name is appropriate anymore, given its additional…
Over-all this is looking good to me. Just a handful of additional changes.