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Author Topic: suggestion:morph targets in the sequence editor  (Read 3842 times)

Deepthought

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suggestion:morph targets in the sequence editor
« on: March 14, 2013, 06:15:09 pm »

It should be possible to control morph targets in the sequence editor instead of just in the scene editor.
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johnar

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Re: suggestion:morph targets in the sequence editor
« Reply #1 on: March 29, 2013, 04:33:50 am »

Hello there Deepthought.Not sure how much of an advantage having morphs in seq mode would be. They could be used for tweaking of skinning issues, but i'm wondering was there any other reasons in particular that made you think of this.?
 Morph targets added in scene mode can be copied and pasted just like any other keys.  So repetitive morphs can be copied singularly or in bulk, and pasted just as you would be copying and pasting the sequences themselves.
 
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Deepthought

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Re: suggestion:morph targets in the sequence editor
« Reply #2 on: March 29, 2013, 02:02:14 pm »

Say I have a sequence where my character's aiming a gun and he closes one of his eyes. It makes more sense to be able to put the morph target in with the sequence instead of having to add it in the scene every time.
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johnar

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Re: suggestion:morph targets in the sequence editor
« Reply #3 on: March 30, 2013, 06:17:51 am »

Never thought of that one.   ;D
« Last Edit: March 30, 2013, 06:19:35 am by johnar »
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Deepthought

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Re: suggestion:morph targets in the sequence editor
« Reply #4 on: March 30, 2013, 03:10:19 pm »

That was just a random example, but it would be good for something similar.
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johnar

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Re: suggestion:morph targets in the sequence editor
« Reply #5 on: March 31, 2013, 11:19:42 am »

 DeepThought. Obviously i wasn't thinking.  ::)  Was just about to start a new an8 file with 'springy'. (WIP forum), and thought  'oh, I cant just import his bounce sequences, coz they use morphs in conjunction with bones.'   :-[
 Yea, it took me a while to get the mixture of rig movement and 'morph strength' right, and it is a bit disheartening to have to sort them out again.  It would defineately be good if they came with the imported sequence(s).

 If having morphs available in sequence mode required too much code or something, i wonder if possibly the sequence could be exported from scene mode.?
 The sequence keys are there, and the morph keys would be there as well. Its not like exporting a whole scene, but rather, just the sequence keys AND morph keys. (and possibly figure).
 That would possibly be a good plan, and although you still couldn't access morphs in sequence mode, you could add them in scene mode and then save/export the modified sequence from there.
 Possibly, to re-use, you would have to import that sequence directly into scene mode, for the morph keys to be recognised. (because they wouldn't be recognised in sequence mode.
 The mind boggles....oooh,.......... i like it !!  ;D
« Last Edit: March 31, 2013, 11:22:37 am by johnar »
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Deepthought

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Re: suggestion:morph targets in the sequence editor
« Reply #6 on: March 31, 2013, 01:23:24 pm »

It would probably just mean adding the morph code from the scene editor to the sequence editor. They probably share a large amount of code anyways.
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cooldude234

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Re: suggestion:morph targets in the sequence editor
« Reply #7 on: March 31, 2013, 10:26:02 pm »

actually I think it should be the other way around, add bone manipulation and the sequence editor to the scene editor.
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Deepthought

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Re: suggestion:morph targets in the sequence editor
« Reply #8 on: April 01, 2013, 01:30:06 am »

What, just merge them?
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johnar

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Re: suggestion:morph targets in the sequence editor
« Reply #9 on: April 01, 2013, 01:59:08 am »

Quote
add bone manipulation and the sequence editor to the scene editor.

 Well, bone manipulation is already in Scene mode, and sequences can still be made in Scene mode as well, just not saveable or exportable as sequences. (but copy and paste-able).
 Having sequence mode seperate from scene mode is excellent. (and saveable). You can concentrate soley on the figure and sequence, without everything else in the scene muddling things up or getting in the way. I agree totally with deepthought.  "The problem is not being able to use morph settings in sequence mode."

 I still think there might be hope in earlier suggestion:

Quote
if having morphs available in sequence mode required too much code or something, i wonder if possibly the sequence could be exported from scene mode.?
 The sequence keys are there, and the morph keys would be there as well. Its not like exporting a whole scene, but rather, just the sequence keys AND morph keys. (and possibly figure).
 That would possibly be a good plan, and although you still couldn't access morphs in sequence mode, you could add them in scene mode and then save/export the modified sequence from there.
 Possibly, to re-use, you would have to import that sequence directly into scene mode, for the morph keys to be recognised. (because they wouldn't be recognised in sequence mode.
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cooldude234

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Re: suggestion:morph targets in the sequence editor
« Reply #10 on: April 01, 2013, 03:58:42 am »

Well, bone manipulation is already in Scene mode?
You can add and destroy bones in scene mode? Rotate them and scale them? Paint bone weights too?
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johnar

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Re: suggestion:morph targets in the sequence editor
« Reply #11 on: April 01, 2013, 04:54:24 am »

Well obviously not, but just my opinion is that:
 
Quote
Having sequence mode seperate from scene mode is excellent. (and saveable). You can concentrate soley on the figure and sequence, without everything else in the scene muddling things up or getting in the way.

 Does anyone hav any thoughts on the 'exporting sequences from scene mode' thought?
 It would/could be a way to work around the issue that Deethought has raised, of not being able to save morph targets in a sequence.
 I don't have a clue about programming, code writing etc, but wonder if maybe even an app/plugin could be written to do this?

Deepthought:
Quote
It would probably just mean adding the morph code from the scene editor to the sequence editor. They probably share a large amount of code anyways.
Maybe.... ;)
« Last Edit: April 01, 2013, 05:11:03 am by johnar »
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Raxx

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Re: suggestion:morph targets in the sequence editor
« Reply #12 on: April 01, 2013, 05:39:21 am »

This could pretty easily be accomplished as a third party tool. I looked at the file structure and I can think of several ways to do it in an interface with a language as simple as javascript (via a web browser). Unfortunately my hands are tied and I don't do much with animation anyway, so the incentive to write the tool isn't all that high...
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johnar

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Re: suggestion:morph targets in the sequence editor
« Reply #13 on: April 01, 2013, 10:54:23 am »

Awesome Raxx. Good to know that it could possibly be done as a 3rd party tool.
 I understand that you're busy with other things, but Is this something that myself or deepthought could post in the scripts forum, where other like minded programing people could see it and perhaps take up the challenge.?
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Raxx

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Re: suggestion:morph targets in the sequence editor
« Reply #14 on: April 02, 2013, 07:23:41 am »

As far as exposure of this topic goes, it's probably sufficient as it is now. There have been dozens of suggestions and feature wish lists in the past, it's more a question of if someone wants to take action on it or not--not a question of if someone's seen it. And if you want Steve to see it, then this is where it should be if not in his inbox ;)
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