I have some suggestions about the NLA editor.
1. I think it would be very useful, if there were three additional, separate channels for translation, rotation and scale (attached to object). This feature would make character animation easier ( you can quickly make an "offset" between translation and rotation keys in NLA , instead of going to IPO ). Something like in the picture.
2. I think that keys should be automatically snapped to frames when moving them in NLA. It can be achieved by pressing CTRL when moving, but for me it should be enabled by default ( less combinations, faster work
And , at least, sorry for my english
I think thats a planed feature!, about the automatic snaping I agree, it shoud be shift+drag to move like it does now
Motion should not be bound to frames. Specialy when rendering with motion blur interframe possitions are very important.
Just take a look at the run cycle of dash in the incredibles.
His 'slow' running is a full walk cycle withing 5 frames. And his fast running 2 full walk cycles in 3 frames. This can only be done with keys inbetween the frames.
yes joeri, you are right, but I thought only about moving keys in NLA.
-you are selecting key(s), pressing G, and key(s) are snapped to frames when moving ( default)
-you select key, press G, then
press CTRL, and keys are not snapped.
I think it is just a thing of changing hotkeys (just small , simple change
I find that when I'm working in the Action editor, I almost always use the ctrl-drag combo to snap to frames. When I fine tune, I just move it freely, but my overall time spent probably breaks down to 80% ctrl-drag/20% free drag. Changing the default behavior would certainly remove some keyboard work for my workflow.
Of course, this is why the big guys with lots of $ to spend do interface research: they'd just pay a bunch of folks to use the Action editor for a week and track how they actually used it.
What you're describing is actually a dope sheet. But you want to limit dope sheet functionality to SRT channels for some reason. Isn't a full-featured one (with all channels represented) a better idea?
nemyax, I mentioned only those features which lack I felt while animating (ohh my english, sorry
). I was using 3ds max before, maybe this is a reason.
A fully-featured one would be better of course.
I have to say no way to changing the behaviour of ctrl == snap to the other way around. It is important I think to have consistancy within the application, and most places now use ctrl == snap.
Man, that didn't come out right, but I hope my point is made (-;