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Bezier Editor - add "Apply Function on Selected Keys" #31816

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puthre
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@puthre puthre commented Aug 30, 2019

Added Apply Function on Selected Key(s) feature on right click menu so you can now scale, move keys, set keys to a constant value and more easily create effects (like Bounce, Overshoot, etc) using the powerful godot Expression class.
Functions can have parameters "time" and "value", "time" is the time of the key,
"value" is the current value of the key.

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ghost commented Sep 1, 2019

I'm not exactly sure what is valid input for this (function names?). As far as I can tell giving a value changes the value of the selected keyframe. Is there more to it?

@puthre
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puthre commented Sep 1, 2019

I'm not exactly sure what is valid input for this (function names?). As far as I can tell giving a value changes the value of the selected keyframe. Is there more to it?

Yes, that spin control allows you to enter any math expression and it's more useful when you select multiple keys and apply a function like:

"value*2.5"
(for scaling)
or

"cos(time)*200.0/time+value"
Anything that https://docs.godotengine.org/en/3.1/classes/class_expression.html class supports
that is most of the math functions.

@akien-mga akien-mga added this to the 3.2 milestone Sep 2, 2019
Added Apply Function on Selected Key(s) feature so you can now scale, move keys
and more easily create effects (like Bounce, Overshoot, etc)
Functions can have parameters "time" and "value", "time" is the time of the key,
"value" is the current value of the key.
@akien-mga akien-mga modified the milestones: 3.2, 4.0 Nov 7, 2019
@aaronfranke
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@puthre Is this still desired? If so, it needs to be rebased on the latest master branch.

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puthre commented Jul 1, 2020

@puthre Is this still desired? If so, it needs to be rebased on the latest master branch.

Well, it doesn't seem to be very useful. I'll close it for now.

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5 participants