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  • Published 20 Feb 2023

Improvements for animators.

Hello everybody, just posting my first Ideas. I'm teaching Blender (for 3 years now), Animated on Blender on a very nice Disney-Channel tv-series "Gus". I supervised the Animation on Blender of another TV-Series; "MushMush" and I just finished a first small but fully Blendered job for Arte France. So yep, I like Blender!


I post 3 Images for a couple of things that could be adressed by the community in a near future. Image 001: YouTube saves me. (sorry 4this one, but I couldn't resist mentionning this) 001-BlenderOptions.png Image 002: This one is really important, this for animators having less headaches in the evening and to save their Eyes. 002-DopeSheetLisibility.png Image003: It would be nice to have all animation-editors together in one Editor-Window. 003-DopeActionFcurveShape.png Thanks for replying :-)

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Development Status: Open

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dominiquegantois
20 Feb 2023

7 Comments

davideugenerozierjr

Aspiring animator here who is also working on improving Blender for animators.

Image 001 can be fixed by having better documentation. The whole youtube saves me thing isn't really an issue (Then again I could be biased. I learned my first animation program through youtube tutorials, and youtube is generally the best place for learning)

I don't use the Dope Sheet, as the Graph Editor is more powerful, but I have made a mockup of a merged timeline and animation editors.

Lauloque

Not sure about the first one, it makes sense to me. But some people proposed to get rid of the armature system entirely and just have bones as objects instead.

I think these suggestions would be welcomed there: Animation Editors Paper Cuts - Animation & Rigging - Developer Forum

Also check these:

dominiquegantois Author

Thanks L0Lock, // " But some people proposed to get rid of the armature system entirely and just have bones as objects instead. " , I totally agree with this one. // And I checked the others, yes. I could write a book changing things in Blenders FCurve editor, Changing colours etc... . As Sybren asked, I'll split up the images in different discussions. Cheers

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sybren

some people proposed to get rid of the armature system entirely and just have bones as objects instead.

That's easier said than done. You don't want to have each bone to be forced to have a unique name within the blend file. You also don't want to loose the ability to reuse the same armature on multiple characters.

So yes, tooling should work (wherever sensible) equally on objects and bones. But to just ditch the armature altogether would likely cause plenty of issues we don't have now.

Lauloque

That's easier said than done. You don't want to have each bone to be forced to have a unique name within the blend file. You also don't want to loose the ability to reuse the same armature on multiple characters.

As far as I'm aware, softwares without armature managed to deal with the issues you mention. Perhaps it is not so much as if ditching the armatures will bring more problems, it is more that the solutions to these problems are different.

But yeah, absolutely easier said than done and perhaps not worth it.

sybren

Hi Dominique! Thanks for offering some good ideas :)

Could you split them up, so that each can be discussed (and perhaps implemented & closed) independently?

dominiquegantois Author

hi sybren, ok :-)