Keyframer Comp - 2021-04-12 12:29

Hi c.o’d it should be pretty easy to do if you find the function that handles keyboard commands. Just call the same function that tab/shift calls.If I understand you correctly.

Here are the functions the ontab keyboard input block calls:

You only need the two set state calls if you want undo/redo to work.

2 Likes

thks keith, will dig in in the next few weeks and report my humble stumblings.

also noticing - if i have an existing anim comp and i drag/drop it to keyframer it doesnt seem to save- when i reopen the keyframer window is empty- maybe im not attaching an existing anim properly- need to rewatch yer tutorial :wink: (in other words if i want to source between different animations attaching to keyframer - does it break something?). I may just not be drag/dropping my anims to the right spot.

+1 on channel/line colors, and channel lock
is there a snap to grid/existing key for keyframes ?
my diyslexic memory can never remember key commands :wink: I guess I could make a little cheat sheet and drop it in a nearby txtDAT, but would be cool if this was built inside, IMO.

fantastic that you made this, coming from After Effects, I gotta say: game changer.

I figured out why it isn’t saving my animation link - its because it was loading the default keyframer.tox each time :slight_smile:
(turned off ‘reload .tox on start’ in common page

Ah thanks for finding that. I’ll turn off the parameter next time I save and upload a new version.

Hello everyone, I’ve uploaded a new version that fixes a few issues occurring in the newer builds of TD:

  • fixed issue where scriptCHOP now needs to be locked when calling set functions outside of its callback DAT
  • fixed bug not drawing labels: TDInstanceTexture2D() no longer exists - need to call TDInstanceTextureIndex() in vertex shaders then use TDInstanceTexture() with the index argument
  • had to remove offset of 1 in translate z in vertex shader for drawing animation curves
  • fixed old color bug where the default color in channels DAT was not set when appending channels

If you find any other issues please let me know and I’ll fix them asap.

1 Like

Hi Keith not sure if you’re developing this at the moment or if Keyframer project is on the backburner. I’m having a phenomenon where the UI drawing of the curves doesn’t seem to be updating visually while I’m on a second monitor. I’m going to try and show a video of this(sent privately), but basically I’m able to grab handles and move but it’s not updating on my perform window where I have key framer embedded, but I can see it in the editor window on the other screen actually moving the handle. Maybe I have some touch setting not properly set- but these are pretty much default with the newest build and the latest keyframer build (I believe).

okay , I sent you a private link to a video to hopefully illustrate the issue. something I’m noticing this afternoon: if I go to ‘true’ perform mode(F1) it seems to all work properly. But what I find essential ( in my network construction process ) is work in a ‘hybrid perform’ mode (wherein I keep editor network open on main screen, and my perform-gui window open on second screen - probably a ‘bad practice’ but I don’t know how anyone can not work on their GUI interface without having the edit open at the same time effectively - perhaps I am not up to speed on that ?)
Regardless, it seems that the issue is when the animation curves are visible (as a copy simultaneously on two windows Touch ,(or Keyframer) is not happy. Maybe that is just the way it is with Touch…
If anyone has different strategies for this sort of interface-building I would love to hear and understand .

Hopefully this is useful information to you . Happy winter! :wink:

Hi Chris I’m traveling at the moment so I can’t look into the issue until Sunday but it sounds like a TD bug. In either case are using the window comp included inside the keyframer? I think I included one. Also another workaround could be to right click on a component in the network and select Open network in separate window (or something like that) and then enter perform mode. I use that method often when needing the perform window open and the network at the same time.

1 Like

thanks , ya might be a window placement dialog bug. key framer gui works when I have it open on my perform output UNTIL I move back to my editor view and click- then the keyframer gui stops updating on perform output, and i have to toggle it open again. I did find the window you mentioned inside keyframer, and ive been toggling that on via window placement dialog, but it looks al ittle odd to me - see the screen grabs ? the button in the window placement dialog is absent- that isnt correct, rigt ? it still toggles, but theres no button visible under the words open/close.
Screenshot 2022-11-27 183108
Screenshot 2022-11-27 183053

I copied my work into a new, fresh “perform ↔ project_1” default network and magically the redraw issue went away :slight_smile: … Maybe I had some settings in perform or project_1 that was causing it not to update proper … I dunno … all good for now. will keep posted if it pops up again.

still seems like something buggy about ‘/window’ in Window Placement dialog- seems to not toggle open/close gui properly and missing button graphic itself. I havbe so far only seen this with keyframer component today.

tracing back to a simple new project, starting with adding keyframer, getting some errors that i am not sure howto interpret, maybe helpful to you. regards, c.o’d

TD build 29850 ,

windows 10 build 19044
TestAnim.2.toe (93.0 KB)

@keithlostracco - this is amazing tool thank you so much this is the keyframe tool we all needed and deserved, FINALLY!

I wonder if you could make a dope sheet editor as another parallel way to edit the keyframes. her are some examples. dope sheets are nice in some situations because you can focus more on the key frame sequencing, and less on the keyframe values. When looking at many channel events this simplified view is a really handy feature to view + edit your keyframes.


editors_dope-sheet_action_editor
GUID-3613E385-CD3D-4395-BA5B-50625D5F46A9

@keithlostracco do you have a link to the previous build I am not on the latest touchbuild 2022 yet , but I’m stuck on an older build 2021.16288 and it looks like one of the GLSL mat’s is broken. probably due to new GLSL vulkan or some other speed optimizations you did in the later versions. I only see the latest version linked on touchdesigner site, not your v1 version, which might be more compatible with earlier touch builds.

Hi @bradonwebb , a dope sheet would be a great addition. Unfortunately I don’t have a lot of time these days to put into the Keyframer.

1 Like

Hi @bradonwebb this looks like a version that came from the pre 2022 builds of TD. Yes I did have to change some shader stuff for the recent builds.

Keyframer.04182021.2.tox (87.4 KB)

1 Like

Hey Keith, thank you so much for making this.

When I try to drop an Animation Comp I’ve already created it says it’s “Not Keyframer configured” and when I click convert, it zeroes everything out and the animation comp is unusable. Is there something I’m missing or is there a way to convert an animation comp manually to work with it?

Hi, I think something has broken in the newer builds of TD. I’ll take a look and upload a new fixed version asap.

You’re amazing! I didn’t expect a reply so soon.

FYI, I am on version 2022.33910

Hi, this is an outstanding effort. Amazing.

Seem to be seeing a bug opening KEYFRAMER.09112022.1.TOX on TD 2022.35280
I can’t see text in the channelList or next to the keyframes.

Drilling down to a text node in a channel label I see the “Font File” set to “M:/repositories/Vision/vlib/widgets/fonts/Inter-3.13/Inter Desktop/Inter-Regular.otf”
The warning says it is getting replaced with Verdana which would have been fine but that is somehow failing to happen.

Removing the font file path in the template (/project1/Keyframer/templates/channel/label) seems to fix it for the keyframes.

ChannelList is less obvious to me…
Maybe a couple of places in widgets?
attribs.fontFace = “…/vlib/widgets/fonts/Inter-3.13/”
“Inter Desktop/Inter-Regular.otf”

image