From a243f13e08dea44cf2b0338d46343a11be01352a Mon Sep 17 00:00:00 2001 From: "False.Genesis" Date: Tue, 3 Sep 2019 03:22:15 +0200 Subject: [PATCH] wip --- animation-editor.md | 69 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 69 insertions(+) create mode 100644 animation-editor.md diff --git a/animation-editor.md b/animation-editor.md new file mode 100644 index 0000000..6517eac --- /dev/null +++ b/animation-editor.md @@ -0,0 +1,69 @@ +The animation editor can be accessed from the main editor menu (when within a mod, press _Tab_ to open the editor), then click on the text at the top. The menu entry is near the bottom. + +_Warning: Save your map before you enter the animation editor!_ The particle viewer unloads the current map and you will lose changes if you don't save! + +_Compatibility note_: This article describes the OSE version. Older versions have a severely crippled animation editor that is a pain to use. Don't! + +# User interface + +The box in the middle contains the currently loaded animation. Only one animation can be loaded at a time. + +The one line of text above and below the box display information about the currently selected bone. + +The lines at the bottom are a timeline. The default spacing is 0.1 seconds per tick. + +Most of the buttons have a hotkey assigned but some don't. + +## Buttons without hotkeys + +* __CLONEKEY__ - Duplicates the current keyframe and places the copy right to the current keyframe. +* __REVERSEANIM__ - Pretty much what it says on the tin. Doesn't move keyframes, just swaps the content. There is rerely a reason to use this. + +* __DELETEKEY__ - Delete current keyframe. Can not delete the first keyframe. If you want to delete the first keyframe, move it to the right so that it's no longer the first keyframe, then delete it. +* Unit __DOWN/UP__ - Change timeline to show one tick every seconds. +* Grid __DOWN/UP__ - Change spacing between ticks to fit longer animations on the timeline. + + +# Controls + +## General notes + +* Click keyframes with the mouse to select them +* Drag keyframes with the mouse to move them on the timeline + +## Global keys + +* ___F1___ - Load animation by name +* ___Ctrl+S___ - Save current animation +* ___F5___ - Load skin by name + * _Warning_: This applies the skin on top of the currently loaded skeleton. This _does_ change textures recorded in the animation file if you save afterwards. +* ___M___ - Selection mode + * The first mode selects the bone that is closest to the mouse (red highlight). + * The second mode selects bones with the keyboard. Press arrow up or down to cycle through bones (blue highlight). +* ___B___ - Toggle bounding boxes and center points +* ___E___ - Toggle between [[normal edit mode|#normal-mode]] and [[strip edit mode|#strip-edit]]. + * Normal mode = grey background + * Strip mode = blue background +* ___Enter___ - Start animation (from the beginning) +* ___Shift+Enter___ - Stop animation and reset +* ___PageUp/PageDown___ - Cycle through animations +* ___Ctrl+C___ - Copy current keyframe +* ___Ctrl+V___ - Paste current keyframe + * Note that you can't copy/paste between multiple instances of Aquaria. This doesn't actually use the clipboard. +* ___Left/Right___ - Select prev/next keyframe +* ___L___ - Change [[interpolation style|#interpolation-style]] of the current keyframe. +* ___A___ - Set all bones to visible. + * _Caution_: Some bones may be intended to stay hidden. If you save while a previously hidden bone is visible the bone will not be saved as hidden! This means that on subsequent loads, the bone will show up normally. The only way to fix this is to go into a text editor, add the __rq="0"__ property to the offending bone(s), and reload the file in the animation editor. + +## Bone-specific keys +These hotkeys apply to whichever bone is currently selected. + +* ___D___ - Negate rotation +* ___R___ - Reset rotation to 0 +* ___P___ - Reset position to 0 (this snaps the bone right onto its parent). + +# Workflow + +## Normal mode + +## Strip edit mode