Forums › 💬 Slate Sequencer › ⚙️ Support › Bugs and Feature Requests › Reply To: Bugs and Feature Requests
Hey!
Thanks a lot for your very positive feedback! I really appreciate it and I am very glad you enjoy Slate! 🙂
Please let me address some of your bugs and requests.
– Hmm. I just re-tried Set Transform parent, and without any “resets” enabled, the object maintains it’s original world position :/
– When disabling Animator Track and the layer index is a known issue which I try to fix. A faster workaround right now, would be to temporary re-order any animator track layer to make the index refresh. Still…a bug that needs fixing.
– Indeed, I opted for Euler angles due to being human understandable to alter in the inspector manually. Are those undesirable rotations only caused in runtime? If so I think I know what the problem is (that can still be resolved by storing Euler Angles as of now).
– Rect selecting Property Track keys ALONG with clips or other Property Track keys, is unfortunately super hard to implement with lots of refactors required. The current “way” of offseting everything (clips and property track keys) together, is by creating a “Section” at the time required to offset, and then SHIFT+Click and Drag that Section to offset everything after it.
– Yeah. Maybe I will need to add a max zoom out even if that would be 1 hour duration 🙂
– Animation Events not firing is mostly an issue in how Unity’s Playables API works when a Animator Controller is not assigned to the Animator Component, but to make Animation Events fire, you can create an Animator Controller (even if a dummy empty one) and assign it to the Animator. This way, the Animator will be “tricked” and the events will fire normally 🙂
– Animator blending in/out of cutscene, is indeed in the roadmap 🙂
– Rotation gizmos is something I would like, but for that, I will have to change the rotations from being a Vector3 to a Quaternion, like you said, but in this case though, changing rotation from within inspector will not be possible since quaternions x,y,z,w don’t really make any sense in manual editing.
– Extending the start of the clip without moving keys is a good idea :). Ctlr+Click+Drag is currently bound to changing the Blend In/Out of the clip, while Shift+Click+Drag is bound to Retiming the clip. I will have to come up with another shortcut!
– Regarding vertical zoom, are you referring to Property Tracks specifically?
– Regarding using a separate prefab. Hmm. You can use the prefab directly as the Actor of the cutscene (along with the “Use Instance Hide Original” option). This will instantiate the prefab for the duration of the cutscene and destroy that instance when the cutscene is stopped. Did I misunderstood the use case?
– Quick selecting the actor, can also be done by double clicking any Clip 😉
– I have just made it so that the Actor Gizmos are only displayed for the currently cutscene being edited. Thanks for suggestion.
– I have also just added a “Paste Key At Scrub Time” option on the right click menu. Works for both single or multiple pasting of keys.
– Can you please elaborate a bit further on your last suggestion? 🙂
Thanks!
