Slate Forums › Support › Bugs and Feature Requests › Reply To: Bugs and Feature Requests
Thank you for the detailed response!!
– Hmm. I just re-tried Set Transform parent, and without any “resets” enabled, the object maintains it’s original world position :/
Ok upon further debugging it appears to only happen when the object with a Set Parent Transform action also has an Animator component with root motion active in the cutscene too.
– Indeed, I opted for Euler angles due to being human understandable to alter in the inspector manually. Are those undesirable rotations only caused in runtime? If so I think I know what the problem is (that can still be resolved by storing Euler Angles as of now).
Yes, this is only an issue at runtime. The animations behave as expected in the editor.
– Rect selecting Property Track keys ALONG with clips or other Property Track keys, is unfortunately super hard to implement with lots of refactors required. The current “way” of offseting everything (clips and property track keys) together, is by creating a “Section” at the time required to offset, and then SHIFT+Click and Drag that Section to offset everything after it.
I always forget about this! Also we’ve found using Action Track and Set Property to be a better solution than a dedicated Property track. I’d almost say it’d be worthwhile deprecating the Property track for a future release and point people towards action tracks.
– Yeah. Maybe I will need to add a max zoom out even if that would be 1 hour duration ?
That’d be great! It’s a habit of mine to just scroll continuously when I’m thinking and it’s caught me out a few times!
– Animation Events not firing is mostly an issue in how Unity’s Playables API works when a Animator Controller is not assigned to the Animator Component, but to make Animation Events fire, you can create an Animator Controller (even if a dummy empty one) and assign it to the Animator. This way, the Animator will be “tricked” and the events will fire normally ?
Cool Ok I’ll give this a go!
– Animator blending in/out of cutscene, is indeed in the roadmap ?
Is this roadmap public? Would love to see where you intend to take the product!
– Rotation gizmos is something I would like, but for that, I will have to change the rotations from being a Vector3 to a Quaternion, like you said, but in this case though, changing rotation from within inspector will not be possible since quaternions x,y,z,w don’t really make any sense in manual editing.
That’s fair, I’m a visual editor who’d prefer to move an object than set a value, but I understand not everyone is like that.
Can you use Unity’s transform logic here? Store as Quaternion, but present and make editable as Euler?
– Extending the start of the clip without moving keys is a good idea :). Ctlr+Click+Drag is currently bound to changing the Blend In/Out of the clip, while Shift+Click+Drag is bound to Retiming the clip. I will have to come up with another shortcut!
That’s true. Rather than key shortcuts, what if each of these behaviours were cursor-changing tools akin to professional video editing software? Adobe Premiere, for example, has the default behaviour where the cursor extends/contracts clips, but then it has tools like Slide where it keeps the position of the clip in place, but offsets the timing of the footage within. With that logic, Slate could have the default behaviour, but then a button and shortcut to activate a Slide tool that offsets just the keyframes and not the clip itself. Another tool could do what Shift + Drag does, which is Retime the keys.
Obviously this is a lot of rework, but just a thought! I’d also be happy with a simple shortcut too 😉
– Regarding vertical zoom, are you referring to Property Tracks specifically?
This is for the entire timeline viewer, preferably each track. For instance, Shift+Scroll in Premiere over the tracks expands and contracts them, adding thumbnails or removing them based on the height of the track. A similar feature in Slate to quickly contract all the tracks of a cutscene so I can, at a glance, check timings or align two clips that would otherwise not be in the same window without significantly expanding the entire editor window.
Alternatively, or perhaps additionally, a lock-to-top right-click option that locks the track to the top of the editor so you can easily use it as a reference track for timing.
– Regarding using a separate prefab. Hmm. You can use the prefab directly as the Actor of the cutscene (along with the “Use Instance Hide Original” option). This will instantiate the prefab for the duration of the cutscene and destroy that instance when the cutscene is stopped. Did I misunderstood the use case?
This isn’t a big issue, so I wouldn’t dwell on it, but our cutscene actors are highly simplified versions of our scene actors, so they have different prefabs. As such, it requires us to switch off the scene actor at the first frame of every cutscene to avoid doubling up characters because we need to instantiate the Cutscene actor. It works and isn’t hard to do, but ideally there’d be an option to Replace [GAMEOBJECT_A] with [GAMEOBJECT_B] for Cutscenes, and then have that revert at the end.
– Quick selecting the actor, can also be done by double clicking any Clip ?
Oh man I knew there had to be an easier way! Thanks!
– I have just made it so that the Actor Gizmos are only displayed for the currently cutscene being edited. Thanks for suggestion.
– I have also just added a “Paste Key At Scrub Time” option on the right click menu. Works for both single or multiple pasting of keys.
Perfect! Look forward to these changes.
– Can you please elaborate a bit further on your last suggestion? ?
We’d like more control over other Slate cutscenes from within Slate. Whilst there is an embed cutscene feature, it doesn’t (to my knowledge) let you call stop on a cutscene that was already running, for example. Or change a cutscene that was looping to stop looping at the end of its current cycle. Or tell another timeline to play in reverse. That kind of control with Director action clips would be great.
Hope that makes sense
Thanks again for your time and effort!