I would like to suggest displaying the camera layer only when it is needed.
For static shots, it can be quite distracting, especially when selected by mistake and having TVPaint warn you that the current tool cannot be used.
In addition, when merging clips, the camera layers in each clip are added and cannot be removed, resulting in a stack of useless layers that cannot be deleted (Please see screenshot).
Camera Layer issues
Camera Layer issues
- Attachments
-
- tvPaintCameraLayers.png (30.66 KiB) Viewed 1303 times
- Peter Wassink
- Posts: 4431
- Joined: 17 Feb 2006, 15:38
- Location: Amsterdam
- Contact:
Re: Camera Layer issues
i agree!
It should not be in the way like it is now, especially since the camera control is not quite working yet. (Team did you try to work with the thing yourself?)
And also ...as you point out... in the majority of cases you will not need it.
simply add a button to hide it, just like you can the Notes and the audio layers, its the most simple and logic solution.
ah wait i already did a mock-up... a year ago
It should not be in the way like it is now, especially since the camera control is not quite working yet. (Team did you try to work with the thing yourself?)
And also ...as you point out... in the majority of cases you will not need it.
simply add a button to hide it, just like you can the Notes and the audio layers, its the most simple and logic solution.
ah wait i already did a mock-up... a year ago
Peter Wassink - 2D animator
• PC: Win11/64 Pro - AMD Ryzen 9 5900X 12-Core - 64Gb RAM
• laptop: Win10/64 Pro - i7-4600@2.1 GHz - 16Gb RAM
• PC: Win11/64 Pro - AMD Ryzen 9 5900X 12-Core - 64Gb RAM
• laptop: Win10/64 Pro - i7-4600@2.1 GHz - 16Gb RAM
Re: Camera Layer issues
Hello,
We will see what we can do about this, thank you for your feedback Satchiken! Please know that you can delete any Camera layer by clicking on its "Skull" icon when not selected:
Peter, did you try the Camera from the last update? We have fixed a lot of bugs. Could you let me know what you are referring to when saying that it is not quite working yet? Thanks!
We will see what we can do about this, thank you for your feedback Satchiken! Please know that you can delete any Camera layer by clicking on its "Skull" icon when not selected:
Peter, did you try the Camera from the last update? We have fixed a lot of bugs. Could you let me know what you are referring to when saying that it is not quite working yet? Thanks!
- Peter Wassink
- Posts: 4431
- Joined: 17 Feb 2006, 15:38
- Location: Amsterdam
- Contact:
Re: Camera Layer issues
some issues mainly regarding user experience...
#edit
-deleting a camera layer is only possible when its maximized and you are not on it.
normal layers don't have this restriction, what is the idea behind this inconsistency?
this is a bug i think:
-camera path mode: switching between lineair and bezier spline doesn't fully work the end point remains linear.
This results in a half splined / half straight path.
-speedcurve:
i first thought it was not make a hold, but this actually works now,
so i apologize for judging this too soon!
however i do not like that there are different splinesystems all mixed up.
this was the reason i could not figure out how it works, it took a lot of trial and error.
the camera path splines work different from the camera splines and they work different from the keyframer splines.
And the keyframer timeline keys work different from the camera timeline keys.
for instance; its not possible to select multiple camera keys to shift a hold for instance...while with the keyframer keys you can using shift.
In terms of UI en user friendliness its a messy experience.
#edit
-deleting a camera layer is only possible when its maximized and you are not on it.
normal layers don't have this restriction, what is the idea behind this inconsistency?
this is a bug i think:
-camera path mode: switching between lineair and bezier spline doesn't fully work the end point remains linear.
This results in a half splined / half straight path.
-speedcurve:
i first thought it was not make a hold, but this actually works now,
so i apologize for judging this too soon!
however i do not like that there are different splinesystems all mixed up.
this was the reason i could not figure out how it works, it took a lot of trial and error.
the camera path splines work different from the camera splines and they work different from the keyframer splines.
And the keyframer timeline keys work different from the camera timeline keys.
for instance; its not possible to select multiple camera keys to shift a hold for instance...while with the keyframer keys you can using shift.
In terms of UI en user friendliness its a messy experience.
Peter Wassink - 2D animator
• PC: Win11/64 Pro - AMD Ryzen 9 5900X 12-Core - 64Gb RAM
• laptop: Win10/64 Pro - i7-4600@2.1 GHz - 16Gb RAM
• PC: Win11/64 Pro - AMD Ryzen 9 5900X 12-Core - 64Gb RAM
• laptop: Win10/64 Pro - i7-4600@2.1 GHz - 16Gb RAM
Re: Camera Layer issues
Thank you for giving us more information.
#Edit -> we will see what we can do about this, I do agree that it would be better to be able to delete it like any regular layer.
#Bug -> are you using the 12.0.2 version here? I can't seem to replicate this bug: the end point can be edited as well when you switch the path to Bezier Curve mode.
#Speedcurves -> Could you let me know what you mean by the splines working differently between the Camera Path ones and the Keyframer's? A short video recording would help here to see how you are using them. Speed curves indeed behave differently but they serve a different purpose as well, so I think it is to be expected.
#Keys -> Moving several Camera keys throught shift and hold would be very useful, indeed. We will see what we can do about this as well.
#Edit -> we will see what we can do about this, I do agree that it would be better to be able to delete it like any regular layer.
#Bug -> are you using the 12.0.2 version here? I can't seem to replicate this bug: the end point can be edited as well when you switch the path to Bezier Curve mode.
#Speedcurves -> Could you let me know what you mean by the splines working differently between the Camera Path ones and the Keyframer's? A short video recording would help here to see how you are using them. Speed curves indeed behave differently but they serve a different purpose as well, so I think it is to be expected.
#Keys -> Moving several Camera keys throught shift and hold would be very useful, indeed. We will see what we can do about this as well.