- Oct 07, 2017
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Jehan authored
For efficiency, when editing a frame offset or zoom at a given position, I do not apply the keyframe immediately (which may update neighbour frames by interpolation) since there may likely be many recomputations. I still want the GUI to act as though this is just like any keyframe, with the camera icon, reset buttons, etc.
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Jehan authored
It's still very edgy, but that's a start.
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Jehan authored
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Jehan authored
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Jehan authored
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Jehan authored
It doesn't give much details on how many frames, or which ones. But at least there is some activity indicator which may give hints about why a playback is not as expected.
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Jehan authored
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Jehan authored
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Jehan authored
Adding a return value to the "loading" signal so that an export can be interrupted in the middle (rather than waiting for the end of a long export if you discover you made a mistake). When an export is in progress, the export button becomes an export-cancel button. Also add a parameterized progression message. Finally make the full window non sensitive, but for the export-cancel button.
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Jehan authored
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Jehan authored
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Jehan authored
Most of the time, we want to rely on cached data, but the "Reload" button is explicitly made to create new frames even when no change has been made (seemingly). This is a workaround to GIMP plugin limitations, as long as we have no signal from GIMP core when a layer has been changed.
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Jehan authored
For some reason, when a spin button had the focus, it was setting its value to 0 upon being destroyed. We definitely don't want that. Rather than blocking every spin button, I just make every child insensitive, which does the deal.
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Jehan authored
Getting rid of a now useless function.
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Jehan authored
The layer names still stay visible as mouse-hover tooltips on the thumbnails.
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Jehan authored
Otherwise the render can't happen.
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Jehan authored
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Jehan authored
... for the time being.
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Jehan authored
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Jehan authored
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Jehan authored
When finalizing the animation renderer, the idle may still live slightly longer after the queue has been freed. I check first for the priv member, because for some reason, I had segfaults sometimes when shutting down the plugin immediately after start, though I don't see how this could not be present at the time the idle runs; yet it was so.
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Jehan authored
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Jehan authored
Keep the groups and all its contents if its name passes the filter; keep a group if it has any children which passes its filter (keep only these children).
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Jehan authored
Only view layers starting with the level title. Organized animators, who name their layers accordingly, will find this less messy.
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Jehan authored
I needed to test for the list item, not the data, which may be NULL even when the item is there.
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Jehan authored
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Jehan authored
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Jehan authored
It's much too slow, but that's a first step.
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Jehan authored
When moving the camera, it is useless to start big processing over all impacted frames (because of interpolation of camera moves) immediately. Just wait for when the user confirms the keyframe. Right now, that only happens when switching to another frame.
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Jehan authored
Also display the camera data for the current position. Making position and camera unrelated is just too confusing.
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Jehan authored
animation_cel_animation_reset_defaults() free most memory. The camera has to be recreated as well.
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Jehan authored
If we are updating the camera in the GUI with spin buttons or mouse scroll, it will likely create a lot of events, hence useless re-computations. Add a timeout constantly postponed when updating in order to prevent this.
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Jehan authored
Also do not limit camera position to the animation (nor the image) size. Finally I don't show the unit menu. Actually I'd like to be able to show the percentage unit, but not all the physical ones. I will have to have a look at this later.
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Jehan authored
The camera still sucks. There should be drag'n drop capabilities, and right now there are various bugs, like when adding new frames. That's work-in-progress!
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Jehan authored
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Jehan authored
The size of the animation may be different from the one of the image. This way, we can create bigger images than the display, for instance for panning, zooming, or other effects.
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Jehan authored
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Jehan authored
Do not reload the whole animation. Also properly reorder comments as well.
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Jehan authored
Only up to 5 onion skins are allowed right now (that's already a lot to not have a messy output). Frame position with identical contents are overlooked (if we shoot on 2s or 3s, obviously displaying an onion skin of identical content is meaningless). This data is not yet saved in the parasite, but this will come.
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Jehan authored
Add onion-skinning when viewing in GIMP. I don't use onion-skinning in the preview (plug-in display area) because that is mostly used for painting. When actually previewing the video, you will want the "normal" animation. This is right now hard-coded in the sync feature (when double-clicking the frame) but in the hand, this will have to be customizable. Also the limitation is that if you wanted to use opacity feature in the finale rendering, as well as various kind of effects. Also set the last layer of the current position as the active layer. There are definitely better logics than this (in particular if some cels are selected), but that's a first step towards better.
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