Keyframer Comp - 2021-04-12 12:29

Thanks so much for this <3

Were you able to find a solution for this bug?

I had just given up on it. But since you asked I took another look to see if something had changed. If I use the .tox provided I get the font issue.
But when I opened the .toe it seems fine. I exported a new .tox from the Keyframer Container with ā€œSave component .toxā€ and that one seems to work!
Seems to have been a bug in the way the original .tox was exported rather than a problem with the component itself.

Awesome, that works for me too.

Thanks @stargate I missed your original message for some reason.

Sounds like the uploaded tox is out of sync with the backup saved in the .toe. Not sure how that happened. I’ll update, glad to know there was an easy fix in the meantime though.

Hey. Thank you so much for this effort!

Are there no bindings for both vertical and horizontal mouse wheels? I’d love love if I could make use of them by having vertical scroll tied to zoom and horizontal for panning horizontally, like in a lot of timeline editors in various software.

Also I noticed if I have this tool sitting in a comp that I’m trying to edit while its paused, the UI is not fully functional. Could this easily be avoided as well? For now I moved it to root level and set my comp to run independently.

Finally. I miss the ability to scrub the playhead from the built in animation editor. Am I missing it or is there no function/shortcut for this?

If I get used to this I might start digging into the internals and modify it myself to address these wishes, but let me know if you are still developing and improving this by yourself.

Hi, not that I can remember, I’m currently working on a different editor for a new AnimationCHOP I’ve built so I won’t be updating this version but adding vertical and horizontal scroll should be pretty easy to add (look near the bottom of the extension for all mouse and keyboard input handling)

No, I don’t see how this could be avoided, the editor needs be in a cooking network for it to update itself and the linked animation component. The idea was to have single instance somewhere in a network that was separate from actual project. /local could be good location if you don’t want it in a random location.

If I remember correctly I left that out because there are quite few different ways that could work, are we scrubbing component time? global time? a timer CHOP driving the animation etc… For my use case it was always a timerCHOP… If you do want to add it for your use case I would be happy to answer any questions about where to pull the timebar value and or add a callback.

cheers,
Keith

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