New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Implement "camera motion display-lock" toggle for hand tool #766
Comments
So.. any update on this? Not being able to see the camera at HD is pretty annoying. |
@stepperman Hmm, I'm afraid that since the current priority is to optimize and improve performance of Pencil2D for v 0.6.1, this particular enhancement won't be coming for a while. Sadly ,we're always understaffed, so it might take even longer than anyone's most educated guess. 🤔 |
Oh well that sucks! Wish I had enough C++/Qt experience to help out, but I guess I'll just have to wait then. |
I found a way to override this behavior by using two camera layers. I feel this workaround is actually organic and doesn't create any issues from a user standpoint (i'm not sure about technical problems), but I'm questioning if it still should be possible to happen on it's own when only having a single camera layer, since what happens is that when you use two camera layers the motion values of both cameras are added in the editor (this has no effect during export as you can only choose one layer to export at a time) so if you have the first camera doing a PAN, when you select the second layer this will "lock" the view to it's current value (which is the default state) and you'll effectively see the first camera layer moving as it's supposed to, so the second camera is effectively "pinning" the view to it's current state. It's almost as if your filming the first camera with a stationary second camera so you know exactly where it's going! 😮 Note: I personally think it's awesome that even if it's not by design, it was such a "happy accident" which can allow for a multi-layered approach when previewing a certain kind of difficult motion using multiple cameras instead of trying different motion with the same camera which would make it a bit cumbersome if you're unsure of the exact type of motion you want. In film normally you shoot different shot "values" for the same scene, and in editing you pick the "best" that will work with your overall film. To be able to do this so effortlessly can't be considered anything but a feature. |
--Issue Summary--
Hey, so I was trying out the camera motion and although it works as expected, there's a bit of trouble with the UX side of it particularly when you are animating at HD resolutions. Once you have any resolution over 1080p or above on your camera size, once you try to zoom out and then re-position your camera to get a better preview of the motion from afar, the camera layer will just keyframe that motion, instead of allowing you to zoom the frame to see the whole canvas. If you go to a different bitmap you can preview this, but it's really cumbersome because the changes are not global but managed independently.
However I think that independence can work in our favor, So if we could allow the hand tool to work normally on the camera layer, to manage the view, and when you use the toggle you can allow the camera to add motion to the layer. This would give the user more control over this feature as well.
I'll add a video to show the problem and explain why I think this feature should be implemented in detail. Thanks for taking the time to read this!
--Video or Image Reference--
https://youtu.be/xF2FLaS1MLk
The text was updated successfully, but these errors were encountered: