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Blender 2.8 Timeline vs. Dopesheet

12

jayanam writes:

Here is a new Blender 2.8 video in which I compare the Timeline and Dopesheet of Blender 2.7x and Blender 2.8.

About the Author

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My name is Matthias from jayanam and we are recording gamedev tutorials for our youtube channel. We are also creating models and games using Blender, Unity, Krita and other applications.

12 Comments

  1. Aleksandra Sebastian on

    Me as an animator want only one thing... editable motion path for making a clear motion for animation... that's all.

    • Jayanam, thanks for your short tutorial!

      Aleksandra, do you mean bezier handles for animation keyframes in 3D space? Keyframe interpolation in the viewport and not only in the curve editor, actually the way you can animate in for example After Effects? Really would like to see this happen! is there already an add-on that does this?

    • Thanks for the nice tutorial!

      Aleksandra, do you mean bezier handles in the viewport for keyframe interpolation between for example position keyframes, actually the way you can animate in After Effects? It would be awesome to see this being implemented! Is there already an add-on that makes this happen?

      • Aleksandra Sebastian on

        Hi there!
        Yeah like Maya has and yes there is add on that tried to make it it's called motion trail http://blenderaddonlist.blogspot.com/2013/10/addon-motion-trail.html?m=1 and it does work fine with objects but doesnt work with armatures so or it will be fixed to work with armatures or there will be way to set position of objects different that worlds 0.0.0 so they could be used as targest for armature constraints..if i remmber correctly maya is doing it that way.

        • Thanks for referring to the add-on. Hopefully blender will implement this in the viewport soon, both for objects and armatures! It would increase animation quality a lot.

          • Aleksandra Sebastian on

            Maybe this add on works but I am doing something wrong.. Maybe you could try it and say how to use it right...

  2. Sadly, it still looks like you still can't reorder objects on the 2.8 Dope Sheet. Suppose you've animated 100 different objects, but the movement of the last object you animated is related to the first one. The first object is stuck forever at the top of the Dope Sheet, and the last object is stuck forever at the bottom of the Dope Sheet. You can never move them together to check their keyframes are correctly coordinated - you are stuck in scrolling hell!

    • The Dope Sheet (at least in 2.7x) is ordered alphabetically. So while you can't arbitrarily re-order the objects, you can give objects names that force them to be in a sensible order. I tend to stick an exclamation mark (!) at the front of the names of important objects, which pushes them to the top. When you've finished animating, you can take the ! off again if necessary.

      Note also that you can move individual channels up and down within their object by using PgUp and PgDn, and you can group and ungroup channels to keep things tidy. (This is especially useful with Armatures, where if you have a channel group name that matches a bone, clicking the group in the Dope Sheet will select the bone, if you're in Pose mode. This grouping happens automatically if you insert Loc or LocRot etc keys, but it's useful to know this can be done - and altered - manually if you like)

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