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bezier curve manipulator in graph editor

Posted: Mon Jun 16, 2008 8:20 am
by seajackal
I hope nobody has posted this (I researched).

Basically bezier handles in graph editor would be cool,

that is a feature that will make me consider upgrade to pro

cheers

Re: bezier curve manipulator in graph editor

Posted: Tue Mar 16, 2010 9:21 am
by Aleksey Gankov
seajackal wrote:I hope nobody has posted this (I researched).

Basically bezier handles in graph editor would be cool,

that is a feature that will make me consider upgrade to pro

cheers
I want to confirm that request. It is really usefull feature and it is strange that it wasn't implement.

Posted: Tue Mar 16, 2010 1:41 pm
by VĂ­ctor Paredes
Absolutely agree (I have posted this one before). Graph mode needs a serious improvement, not only with bezier, but with a fast navigation, easy ways to move and scale, and different keys for each axis, for example.

Posted: Sun May 09, 2010 11:57 am
by Springymajig
Definitely! I personally think the whole timeline needs revamping. Version 6 made it even harder to use, and it was already a bit of a pain.

The graph mode is unnecessarily complicated, for a start, it should auto zoom on the keys as soon as you click on the selected bone property thing.

Also, something that would help a lot (although not quite as important) would be labeling keys, or putting little markers in the timeline. When you have a key frame on nearly every frame (which sometimes happens, especailly when I do stuff like walk cycles) it gets confusing. Maybe something like, coloured key frames, so you can choose what colour they are if you want to change it.

But little tags you could add to the timeline would be good, and when you mouse-over them it brings up a text box with whatever you've written.

Posted: Sun Jun 13, 2010 4:30 am
by heiseman
I have wanted this feature since the days of Moho. With version 7 now out, it is still missing. Please add this feature!

Without editable velocity curves and improved ease in/out, animation does not look natural. Have a look at this example of a bouncing ball I animated in Anime Studio Pro and Flash as comparison:

http://www.lukeheise.com/temp/bounceball.mp4

There have been numorous threads on this issue in the past:
viewtopic.php?t=2975&start=0
viewtopic.php?t=3100
viewtopic.php?t=691&postdays=0&postorder=asc&start=0
viewtopic.php?t=2975&postdays=0&postorder=asc&start=15

I know there are work arounds with scripts and creating additional keyframes, but this really is not ideal for workflow. It should be built into the software like almost every other animation software includes.