Graph Editor :Non-Weighted Tangents.
An option for non-weighted tangents in the graph editor.
[Image removed by Sybren to avoid breaking copyright rules] .
An option for non-weighted tangents in the graph editor.
[Image removed by Sybren to avoid breaking copyright rules] .
10 Comments
Under-the-hood, what this means is a handle type that auto-computes handle length but still allows the user to manipulate the slope.
Some things we need to decide before we can start implementing this:
For point 1, I think what we probably want is handles that are horizontally spaced at 3rds in the intervals between keys. That spacing has some mathematical advantages (e.g. evaluation of the
tparameter of the curve corresponds linearly tox), it tends to give pleasing/useful results, and it's already how full auto handles in Blender spaces things. But maybe there are other options that would actually be better. Not sure.For points 3 and 4 I'm leaning towards adding two new handle types corresponding to "Aligned" and "Free", but with auto-computed handle lengths.
For point 2, I don't really know what would be best here. But I tend to prefer visualizing things as they actually are when it's reasonable to do so.
Nathan, do you have an idea of when we can expect this feature to be officially rolled out?
As far as I'm aware, there are no specific plans to implement this yet. Although my impression (just my personal impression) is that there is a general thumbs up from the animation module on it. It's just not high priority.
auto tangent gets more use than almost any other setting in the graph editor, it forms a workable basis for almost every single conceivable motion you'd use the graph editor to change. The idea that it's not a high priority makes no sense, it's almost ubiquitous in nature, how can it not be a high priority?
I've been trying to figure out the graph editor for a month now, how does anyone animate in this program if they have to manually adjust every single curve for every single bone for their entire animation?
is there an equivalent that I'm not sure of that they're using?
Hi Cobra. I totally need that feature, it fits my way to work on animation in maya. And I feel very distressed it is'nt in Blender. Are you still working on that topic ?
One thing to be aware of, in Blender you can rotate a key, so you don't even need to see the handles or change selection if you are trying to adjust them, you can to "fix the length" simply not click and translate them. It is a workaround/alternative workflow that isn't quite as direct as having fixed length tangents but workable. If you hover the mouse over the handle and click R it draws and starts the rotation from where it is, so it feels like you are translating it.
Rotate may work for some use cases, but this feature is actually about auto-computing handle lengths so that they vary appropriately according to adjacent keys for smooth interpolation. This feature is sometimes visualized for users in a misleading way by making the handle lengths appear fixed in the UI, but that's not actually what's happening under the hood.
In short, rotating keys is not functionally equivalent to this feature, because rotating actually does fix the length of the handles. It may nevertheless be sufficient in some circumstances, but it's only a partial workaround for limited use cases.
Please remove the video. It is a recording of Maya, which is not something that should be posted here. For more info about this, please read wiki.blender.org/wiki/Communication/CopyrightRules
Instead, describe how the feature would behave in Blender. Apart from a copyright issue, the video just shows key handles being moved. A textual description of how it works exactly, and what the advantages are to animators, would be much more usefull.
Same here, I have been dreaming of having this option... Like many other Maya animators.
Yes :'(