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Key Frame Editing in App #51

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bboudaoud-nv opened this issue Aug 8, 2019 · 6 comments
Closed

Key Frame Editing in App #51

bboudaoud-nv opened this issue Aug 8, 2019 · 6 comments

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@bboudaoud-nv
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Based on the work described in Issue #44 we've implemented a simple key frame path creator tool when playMode=False in startupConfig.Any. Currently, the user can move about the map and either:

  1. Toggle the menu to use GUI buttons to drop time-spaced waypoints around the map.
  2. Use the q key can also be used to quick-drop waypoints at the interval set in the menu

In addition the last waypoint can be removed, or the entire set of waypoints can be cleared. This is an issue to track the remaining implementation work and other suggestions for features.

Additional Items to Implement

This is a starting point for a more elaborate path built-in target path editing system. Additional features to support include:

  • Record realtime/time-scaled player motion
  • Load existing target waypoints to edit/create new paths from
  • Preview a designed path using a requested target model
  • Alter the position of individual waypoints on a path
  • Visualize the time between waypoints
  • Edit the list of waypoints along with their timing in a GUI element
  • Create bounding boxes for random target motion
@bboudaoud-nv
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bboudaoud-nv commented Aug 9, 2019

Ability to record real-time player actions based on a displacement or a time-based interval is now supported.

@bboudaoud-nv
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bboudaoud-nv commented Aug 12, 2019

There has been a good deal of progress on the initially opened items, so I'm adding an update post here to track this.

Original Items to Implement

  • Record realtime/time-scaled player motion
  • Load existing target waypoints to edit/create new paths from
  • Preview a designed path using a requested target model
    only supports dummy model for now
  • Alter the position of individual waypoints on a path
    should agree on a control scheme
  • Edit the list of waypoints along with their timing in a GUI element
  • Create bounding boxes for random target motion
  • Visualize the time between waypoints
    deprioritized

@bboudaoud-nv
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Currently the height offset is visual only, perhaps we should do this the other way around. Let the player place waypoints at a height offset then change their height in-game to preview?

@bboudaoud-nv
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bboudaoud-nv commented Aug 21, 2019

I'm currently debating between three options for approaches to implementing editing individual waypoints:

  1. Allow text-based editing of the coordinate locations from the GUI menu
    Click and type to edit
  2. Allow keyboard-based editing of a (selected) point using dedicated keys for moving keyframes
    Click and hold keyboard buttons to edit
  3. Allow mouse/keyboard-based editing of waypoints in a rotation/translation decoupled approach
    Click and WASD move/drag using typical FPS controls

All 3 of the approaches outlined above could be implemented simultaneously, but it would be good to have a priority for what needs to be done first.

@bboudaoud-nv
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Currently keyboard-based axis aligned manipulation of waypoints is supported. If we'd like to support options (1) or (3) from above let me know. Otherwise I consider this development "complete" for now.

@bboudaoud-nv
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Since there hasn't been a request for more features I'm closing this for now.

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