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Keyframe improvements for skeletal animation

A topic by Naughty Sparkle created May 23, 2023 Views: 216 Replies: 5
Viewing posts 1 to 3

Now that I had time to work on some animation, I did notice that while it is generally much better to work on skeletal animation in pixelover some quality of life improvements would be nice. Such as deleting or moving multiple key frames at once, now these are made one by one. Automatically addition of key frames, such as you are in animation timeline, and you slide the current frame, and you move a bone, I wish it would add that bone automatically into the timeline. Adding and managing multiple bones in the timeline is a bit of a hassle and I wish you could organize the bones there, since otherwise they are in the order you added them in.

But other than that, I have managed to rig a skeleton and made a simple idle animation. I wonder how altering the skeleton images and replacing the bone images will go. As I am hoping I can make the animations on the base skeleton and later on just replacing the images of the skeleton with the new images. But that comes down to line, so far bit janky but otherwise good. I hope this feedback helps.

(+2)

Hey, thank you for taking the time to give this feedback. For the multiple deleting/moving key frames, it's currently possible by mouse selection or multi select with shift key, or if the object tracks is collapsed you can select all the keys of a position at ones (or maybe we don't speak about the key frames of animation timeline?):


For bones addition you can select all the bones and click on the key icon to add all the transform tracks and after the keys are automatically created if transformed.


it's quite fast but maybe it can be quite frustrating when you are adding a new bone and you forgot to do this step. Maybe for bones it should be automatic with a switch between pose and animation, I need to think a bit about that.

For tracks management, before it was not possible due to some restriction but now I can totally add this functionality I note that for a future update, thank you.

Yes you can change your image after animating and you can even change your image to animated image :


Thank you again for the feedback! It helps a lot to improve the software and its usability

Thanks for responding. I thought the multiselect was not working, however I think I have discovered a bug. Sometimes the click and drag method works, and sometimes it results in that. I managed to capture it working and not working on the same GIF. I tried to make it into an inline GIF but for some reason itchio didn't like me uploading, but there is a Google Drive link to that GIF. Thought click and dragging wasn't working at all, since I was getting that issue when I was using it.
https://drive.google.com/file/d/1WeeeO8afxj_2F0CqjKyphvbr_Xk6szYL/view?usp=share...

I tried to find a consistent way to re-produce it, but it seems to happen on random. Sometimes a releasing left click registers, and sometimes it doesn't register. I think it may have something to do with the positioning of the cursor, however so far in my attempts it seems random. This may be a hardware issue too, but I haven't really troubleshot that yet. But shift clicking always works, so thank you for bringing that up, I appreciate it.

In the GIF you can see I have quite a bit of bones and managing those in the timeline gets a bit tedious at times. So far I have an animation that I call t-pose, and I copy the key frames from that to get the whole skeleton key frames to other animations. For that, I wish there would be something that would help out. But it works, and I am able to animate.

Glad to see that replacing images onto the skeleton is as easy as that. My plan was to make a skeleton template and animate once, and just replace the images with character specific bits, so I can just animate once. Thank you for having an easy solution for that.

(+1)

Oh yes strange this issue, I'll try to reproduce and fix, thank you

(+2)

Got it it was an issue of track refresh during selection, it will be fixed for next update thank you to have reported that !

(+1)

0.14 released with the fix !