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Best way of timeline handling

Posted: 03 Jun 2014, 21:52
by Zetariver
Hello.I have a question about timeline handling.

For example, I try to make a loop animation that has 4 frames.
I will make them, moving back and forth in timeline via keyboard shortcuts.
And I always use "Go to Next Instance" and "Go to Previous Instance" to move in timeline, but those shortcuts aren't enough because it's a loop animation and I need to connect frame No.1 and frame No.4. So I need to use "Layer.First Image" and "Layer.Last Image" to make them loopable. But it's kinda bothering to use those 4 keyboard shortcuts consciously.
I mean, I always forget what frame I am drawing right now(I hide timeline when drawing), so I always unconsciously use "Go to Next Instance" on frame No.4 or "Go to Previous Instance" on frame No.1 and waste lots of time.

So I want to go back to first frame and last frame automatically when I get to last image or first image,just like 2nd time line of this gif image.
test3.gif
I can do that when I add bookmarks to all frames and use "Next Bookmark" and "Previous Bookmark",
but I need to make bookmarks in this case. Ideal solution is,I use "Go to Next Instance" and "Go to Previous Instance" .When I get to last image,frame Nol.4 and use "Go to Next Instance", it goes back to frame No.1 , and If I use "Go to Previous Instance" on frame No.1, I can go to last image, frame No.4. Is it possible?
Or if you know much better way to solve my problem, please tell me.

Re: Best way of timeline handling

Posted: 03 Jun 2014, 22:50
by Mads Juul
Try
Exposure : Next Loop
Exposure : Prev Loop
Capture.JPG
Capture.JPG (25.33 KiB) Viewed 21601 times

Re: Best way of timeline handling

Posted: 04 Jun 2014, 06:01
by Zetariver
madsjuul wrote:Try
Exposure : Next Loop
Exposure : Prev Loop
Capture.JPG
Thank you! it's the shortcut I wanted to use.

Re: Best way of timeline handling

Posted: 04 Jun 2014, 06:53
by Animark
Cool, I also didn't know.
It works also with instances what makes ist very useful.

Re: Best way of timeline handling

Posted: 04 Jun 2014, 12:19
by Peter Wassink
and if you make sure the pre and post behaviour of the layer is set to repeat you also get seemless lightable behaviour,
meaning that when you are on the last frame, the LT image that represents the next frame on the right will be that of the first frame of the layer.

Re: Best way of timeline handling

Posted: 27 Jun 2014, 15:02
by Soom
And by the way - just so you know on which frame you are - draw a little number in the corner, just like all classical animators do :)

Re: Best way of timeline handling

Posted: 28 Jun 2014, 13:31
by D.T. Nethery
Soom wrote:And by the way - just so you know on which frame you are - draw a little number in the corner, just like all classical animators do :)
YES !

Re: Best way of timeline handling

Posted: 28 Jun 2014, 13:32
by Fabrice
shall we add this by default in TVPaint ?

Re: Best way of timeline handling

Posted: 28 Jun 2014, 15:04
by D.T. Nethery
D.T. Nethery wrote:
Soom wrote:And by the way - just so you know on which frame you are - draw a little number in the corner, just like all classical animators do :)
YES !
Fabrice wrote:shall we add this by default in TVPaint ?
[/color]


Do you mean that TVP would automatically apply a number to the corner of each frame by default ? No.

I think what Soom meant (and I agreed with) is that it is simple to keep track of the sequence of drawings by writing the number on each drawing in the upper or lower corner , the same as on a paper animation drawing . This provides a quick visual reference when scrubbing through the frames on the timeline , especially if certain frames are repeated . (for a cycled/looped action) .

Image


.

Re: Best way of timeline handling

Posted: 28 Jun 2014, 15:13
by Fabrice
ok, thanks for explaining :)

Re: Best way of timeline handling

Posted: 30 Jun 2014, 10:55
by Soom
D.T. Nethery wrote:I think what Soom meant (and I agreed with) is that it is simple to keep track of the sequence of drawings by writing the number on each drawing in the upper or lower corner , the same as on a paper animation drawing . This provides a quick visual reference when scrubbing through the frames on the timeline , especially if certain frames are repeated . (for a cycled/looped action) .
Of course - that's where we all write frame numbers, cycle numbers indication, acceleration/inbetweening charts, notes and other important info - that's how it's done on paper animation, and that's what we all do in TVP.