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  • Published 13 Jan 2025

Global Space Animation Keyframe Manipulation in Graph Editor

Dear Blender Development Team,

I would like to propose a feature that enables animation keyframe manipulation in the Graph Editor to work directly in Global Space, rather than being tied to Local Space by default.

Currently, when animating and adjusting curves in the Graph Editor, transformations are applied based on the object's Local orientation. For example, moving an object in the Global Z-axis still influences both the Z and Y axes in the Graph Editor if the object is rotated. This makes it challenging to precisely animate objects relative to the Global coordinate system, especially in complex rigs or environments.

Proposed Solution: Add an option or toggle in the Graph Editor that allows users to manipulate keyframe curves in Global Space. When enabled, changes to the Z-axis curve in the Graph Editor would correspond to movements in the Global Z-axis only, regardless of the object's local rotation.

Why This Feature Matters: Simplifies Animation Workflow: Animators can work directly with Global coordinates, avoiding the need to manually adjust multiple axes in the Graph Editor for a single Global transformation.

Improves Precision: This feature would make it easier to animate objects with strict Global constraints, such as characters interacting with static world objects. Reduces Frustration: The current workflow can be confusing, especially for animators who expect transformations to match Global movement directly.

This enhancement would save time and improve the usability of the Graph Editor for many animators. If implementing a direct toggle is too complex, an operator or utility to convert Local animation data into Global Space keyframes could also be a helpful intermediate step.

Thank you for considering this request, and for all the incredible work you do to make Blender better every day!

Sincerely, Onur Akkayüz

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Development Status: Open

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onur
13 Jan 2025

1 Comment

chris.lend

hey yeah that would be great but this is really tricky to do when things like constraints are involved. Also rotation would probably need to be displayed in axis angle or some other space that doesn't euler lock