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about timeline's workflow...

Discussion in 'Timeline' started by laurentlavigne, Dec 16, 2017.

  1. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,364
    I spoke about these issues, I remember the dev said timeline is work in progress and these will be addressed eventually, don't remember when that'll be worked on (2017? 2018?) but anyway because it's annoying me right now I feel like complaining :D

    repro: create timeline for camera
    press the record button
    move camera along the timeline
    go back a few key frames to adjust framing
    playback: the camera jumps because I wasn't exactly on the keyframe
    solution: SHIFT+ move snaps to nearest keyframe
    https://i.imgur.com/vW94ICV.gifv

    retime the keyframes by sliding the dopesheet keys on the timeline track : nothing
    solution: well, have them keys move like in the animation editor, I don't want to be going back and forth, especially when it's about timing events across multiple objects, ya know
    https://i.imgur.com/2Eh2a4C.gifv

    undo doesn't move the timline cursor back to previous time position so it feels very unresponsive and I don't know what's actually being undone, for example ... look at this movie ... it feels wrong because I'm so used to premiere pro undoing the timeline
    https://i.imgur.com/gyzg0Xq.gifv
     
  2. dadude123

    dadude123

    Joined:
    Feb 26, 2014
    Posts:
    789
    that would be cool, but in the meantime you can just turn the timeline to 10fps.
    all that affects is how accurately you can place the interpolation points, nothing else.
    that way snapping is easier.

    i agree about moving keyframes around as well.
    but that is likely too hard to do.
    because for it to make any sense you would need to be able to select multiple points so you can "resize" their timing together just like in the animation window.