AnimationEditor Range End

He there

I am working with the Action Editor with different Animations having different Frameranges.

so far to remeber the end of the animations I set a End Marker.

But is there any other way to make the Actions actually "remember" their range set?

So when I go to idle it would set the range to f.e. 120

and when I go to walk it goes to f.e 40?



Greetings


  • Wayne Dixon replied

    Hi Greyphoenix

    There's no in built way of managing this, however, if you have the start frame and the end frame of you animation you don't need to remember it.  You can see these key frames in the editor.  It's a manual process but you can press CTRL END on the relevant keyframe.

    There was an addon recently released that helps with this.https://blendermarket.com/products/frame-ranger

    I've never used it but I don't think it 'automatically' updates the ranges based on the action you have selected.  It is still a manual clicking thing.


    Hope that helps

  • greyphoenix replied

    oh nice.  Ctrl+End makes all a bit faster thanks for that

    with the  endframe doesnt always work when you move some keys out of the range to make a loop (if you dont use the modifier) or some overlaps. or different endings.. might be a bit messy. so I better mark it if anyone else has to work with my files. 


    I will have a look into the add on :) thank you

  • greyphoenix replied

    oh nice.  Ctrl+End makes all a bit faster thanks for that

    with the  endframe doesnt always work when you move some keys out of the range to make a loop (if you dont use the modifier) or some overlaps. or different endings.. might be a bit messy. so I better mark it if anyone else has to work with my files. 


    I will have a look into the add on :) thank you

  • Wayne Dixon replied

    Here's another idea (not a 'solution' though).

    Don't forget that you can add text notes in your file.

    I often do this to keep important values etc that you don't want to forget.

    Recently I had to render 48 different models for a client, so I used animation nodes to swap the models and the textures of each frame.  I used the text editor to keep a track of when the model and product packaging changed.

    I did it this way so I could set it up and then hit render animation - and it was done.

    But then when they came back and said "we've made a mistake with the X packaging", because I had the notes it was easy to know what changes to make.


    Hope that makes sense.