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  • Published 7 Aug 2020

BREAKDOWNER - Improvements:

Currently the breakdowner is a great tool used by most animators (i presume)

but it has a few things that could be improved a lot: the first one is that given that it goes from edge to edge of the screen from 0 to 100, if you go past this edge then you can get to "overshoots" say -20% or 110% which is great because you can do it, but not so great because a lot of the times you run out of left screen (or right) depending on your setup.

So the proposed fix: can we make it that the left edge is -30% and the right edge is 130% that will allow using for overshoots and not need to go so far to get to either the previous key or the next key.

This is a minimal addition that will add extra use to the same tool (i know with continuous grab this isnt a limitation but continuous grab is useless if you have a tablet).

UPDATE: Tristan Weis proposed some other minor improvements that will make it much much better:

1: "[...] in addition I'd wish for a "Precision"-mode (with shift, like with for many other modal operators)... That way the initial scale of the Breakdowner can be higher - like from -150% to 150% - and after adjusting the rough pose we can tweak the details by holding shift (like we're used to)."

2: "Another (not super necessary, but while we're at it :D ) addition could be a "stepped" mode for holding down CTRL, that only snaps into 10% or 20% steps."

Thank you!

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Development Status: Open

Upvote 16 Downvote 1
luciano
7 Aug 2020

8 Comments

Plyro

I just recently struggled with this same minor inconvenience on a larger animation project. I think your proposed solution is great, but in addition I'd wish for a "Precision"-mode (with shift, like with for many other modal operators)... That way the initial scale of the Breakdowner can be higher - like from -150% to 150% - and after adjusting the rough pose we can tweak the details by holding shift (like we're used to). Another (not super necessary, but while we're at it :D ) addition could be a "stepped" mode for holding down CTRL, that only snaps into 10% or 20% steps. This would be a kind-of emulation of the famous TweenMachine.

2
luciano Author

* @Tristan Weis * OH yeah that's a great idea!, I'll add that tas an edit to the proposal!

Lauloque

Currently the breakdowner is a great tool used by most animators (i presume)

I've met so many animators not knowing what it even is.

Not even counting animators coming from Maya or 3DS searching for a tweenmachine and not being able to get the right search terms on google.

1
luciano Author

* @-L0Lock- * thats because its kniwn as tween machine, tweener, etc, and as usual blender changing the names and coming up with its own

sickmonkeydub

First one, I think overshooting must be optional. If I want to go to prev pose, I can just shift+E and drag my pen to the left without fright to go beyond previous values... Overshooting is not what we want all the time, only in special cases, so I think there must be a modifier key to turn it on.

Second one, I don't think we need to use all the space-screen for this tool. If I have a huge monitor or a huge tablet -- it would make to do some extra arm moving, what is not desirable.

I assume we need to design widgets and pies for animation tools.

Vyach

What is «breakdowner»? Neve heard about it? Is it overshooting effect?

diego

It's basically the blender implementation of tweenMachine for other software :)

justinsbarrett.com/tweenmachine/

Let's you get an in-between breakdown pose in Constant/Stepped mode out of the inbetween data of two origins per armature bone.

Vyach

«You want to make a breakdown pose on frame 7, but you want it to favor the first pose by 70%» 1.find proper pose 2. add key 3. move at desired position

Also ATM it looks like there is ability to mix current pose and pose from library on the fly.