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This pull request has been automatically marked as stale because it has not had recent activity. It will be closed in 7 days if no further activity occurs. Thank you for your contributions. |
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Clones added
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- src/GuiBase/KeyFrameEditor/KeyFrameEditorScrollArea.cpp 3
- src/GuiBase/KeyFrameEditor/KeyFrameEditorFrame.hpp 2
- src/GuiBase/KeyFrameEditor/KeyFrameEditorFrame.cpp 13
- src/GuiBase/KeyFrameEditor/KeyFrameEditor.hpp 1
- src/GuiBase/Timeline/TimelineFrameSelector.hpp 1
- src/GuiBase/KeyFrameEditor/KeyFrameEditorScrollArea.hpp 1
See the complete overview on Codacy |
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This pull request has been automatically marked as stale because it has not had recent activity. It will be closed in 7 days if no further activity occurs. Thank you for your contributions. |
|
This pull request has been automatically marked as stale because it has not had recent activity. It will be closed in 7 days if no further activity occurs. Thank you for your contributions. |
|
This pull request has been automatically marked as stale because it has not had recent activity. It will be closed in 7 days if no further activity occurs. Thank you for your contributions. |
Fix attribute initialisation ;
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Do we keep this PR open ? |
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Let's make it draft, I'll keep it in the todo list (we can also clean an postpone ...) |
UPDATE the form below to describe your PR.
Be aware that the PR request cannot be accepted if it doesn't pass the Continuous Integration tests.
What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)
This PR adds a KeyFramedValue editor to the Timeline UI.
It is now possible to keyframe (almost) any data (see Docs/timeline.md for more informations).
What is the current behavior? (You can also link to an open issue here)
What is the new behavior (if this is a feature change)?
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
Other information:
Should be merged after #542
See also branches animate_camera and timeline_examples from the plugins repository, for practical examples on how to animate an entity and a camera transform or the position / normal of a mesh vertex (not finalized though).