Hi!
Great great work with the Animation Editor!
Just some suggestions for it...
- The timeline has no "interactive cursor" in it... it exists, but it's only visible when playing (the red line), but lots of time when working with timelines you drag that line around to see a part of an anim or position yourself (not at the start of a keyframe, which I can do it by clicking a keyframe, but at the exact time position of a timeline).
- Timeline zooming in/out... sometimes you need to see more without scrolling
- It seems you can move inside the timeline with the cursor left/right... i would add also ";"=left and "."=right (commonly used on video editing programs)
- Multi-select frames for moving them... and Copy & Paste them... maybe it's already there but i dont know how to do it
- I would also add a sprite palette to chose from... because if you have a collection with 50 poses of a character its a bit harder to select the one you want from a combobox...
Those would be the main ones......
But if possible (please pretty please! hehe
... I would love to see another push to the animation system with "moving" sprites (without bones/animated mesh renderer to enable batching) and multi-sprite animations...
It seems that when an animation is playing, at each keyframe, a poly of the appropriated size is created with the frame coordinates from the collection atlas, and positioned in the world based on it's anchor relative to the gameobject position (and the gameobject coords doesn't change at all). What i'm suggesting is the same, but position the sprite using the anchor position/rotation at each frame (not the anchor defined at the sprite collection). In the animation editor then, if we want, we could reposition/rotate a frame. Another addition to this would be, to be able to tween the position and rotation of a frame with the next one.
With that in mind... the multi-sprite animation, would be just adding more tracks to the Animation editor timeline, as I think it's very common to have an character divided in parts... so you can have an Sprite Collection with legs, another one with the rest, and make an animation based on both, one track for leg sprites, another track for the rest of the body...
At the end, when playing an animation, we would have at each frame, a poly of each track keyframe, with the correct size and UV coords for it frame, positioned and rotated based on the sprite position/rotation on each frame from the animation editor.
I hope you like the idea and I explained it like it's not impossible hehehe
Keep the great work and thanks!!