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If you actually separate the functions into individual tracks, the number of track caches will increase by the number of functions, so at least the separation must be done in only for visually in the GUI with implementations of folding, etc., without increasing track count. Also, this is a known problem, but there is no easy way to control the order of multiple functions/values applying at the same key time, so while it may be possible to prohibit placing functions at the same time on the GUI, if you want to process them properly, we will need to make fundamental rework to control the order of processing keys at the same time. |
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Calling a Node's functions in the Animation Timeline is really handy and it also eases the development process. However, it may become hard to read and maintain if you call many of them, since they're all in the same track.
As an example, let's say you're animating a cutscene and would like to call the function
dialogueClip
that takes a String as a parameter. As it stands now, calling it multiple times looks like this:By contrast, the properties found in Icon don't look messy at all. This is a simple example that could be circumvented, but the more functions you add, the longer their names, the longer the arguments passed into them, the more pointless it is to have the functions' name and arguments displayed directly on the Timeline. So instead of that, the suggested change is to separate them into their own tracks, similar to how it is done with properties:
Arguments will still be passed through the Inspector, with the advantage of not polluting the Timeline:
Having tracks for each function improves readability and makes the Animation player more organized to animate with.
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