* 0005451: [Interface] Enhancement to Selection Filters (sgross) - resolved.
The filter menue has now some more options , it's now possible to save and load filters from a external file ,
its now possible to create filters from a selection in the chor and filtering can now used with logical expressions.
I think Robert (robcat) can and will explain this better than I , it was his feature request :-)
The filter menue has now some more options , it's now possible to save and load filters from a external file ,
its now possible to create filters from a selection in the chor and filtering can now used with logical expressions.
I think Robert (robcat) can and will explain this better than I , it was his feature request :-)
This will be huge for animators working on characters with many bones and nulls. I'll make video for it in a few days, but basically:
-CTRL-select the bones in the chor you want
-click on downward triangle at top of PWS
-choose "Filter from Selection"
-enter name for filter, hit OK
a tab will appear at top of PWS for that filter.
Filters can be saved individually from that same menu or all at once for later reloading and reuse
You can use these filters tabs to quickly isolate sets of bones/nulls that may be related for animation purposes but may be widely scattered in the long alphabetical list in the PWS.
examples:
spine-neck-head bones
facial controls, mouth controls, eyelid controls, eyebrow controls
finger bones, left finger bones, right finger bones
Any arbitrary set of bones that is useful to you can be filtered to display together now.
Note:
The character's "Bones" folder in the Chor must be already expanded (in the normal "All" tab) for the filters to be able to display their particular items.
And of course, bones must have at least one key on them to show up in the chor, whether in a filter tab or the "all" tab
Thanks for implementing this, Steffen, and vielen Dank for all your work on A:M!
edit: some additional explanation:
QUOTE
I was reading about selection filters, although I never tried them yet and still don't really now what they are. I assume that they are kind of like groups? What kind of scenario would one use them.
Many times you will want to temporarily isolate your attention on some set of bones. Fingers. Arms. Face controls. Head, neck and spine. Any set that if you're editing keyframes on one, you probably need to edit the others at the same time.
But the PWS always lists all the bones in alphabetical order and not in related groups. "upper arm" and "lower arm" won't appear next to each other. "Pinky, ring, index, little" finger names wont appear next to each other.
In TSM2 almost everything is prefixed with a digit and a "left" or "right" which makes them hard to quickly scan for bones you want.
You can CTRL-select any set of bones and they will appear together in the "Timeline" window, but you have to scroll around and hunt them down every time you want this.
Selection filters lets you define any arbitrary group you want appear to by itself in the PWS timeline and it's recallable with one click.
Left fingers. Right fingers. Lips. eyelids. eyelids and eyebrows. eyelids and eyebrows and lips.
Once you've brought up your group you can easily shift its keyframes around without grabbing something unrelated. You can quickly shift select the top and bottom to key them all at once.
It speeds up the keyframe animation process.
If you're only animating 5 bones on a character, this won't seem like a big deal. But when a character has 100+ bones keyed in the chor to wade thru, this is a big deal.
VIDEOS:
Click to view attachment
(This video was made possible by Jason1025 who graciously purchased a new USB mic for me)
UPDATE:
Here's a link to a vid that shows a non-animation use for these filters... debugging rig problems.
http://www.hash.com/forums/index.php?s=&am...st&p=330387 (post #2)
