4.12 Daz has a new timeline?

Am I having a hypnagogic hallucination or has Daz project manager decided to put developer effort into a new timeline in 4.12? Apologies if I've missed discussion about this. What's the plan for it? A search bar would be really useful (to find specific morph keys).
Post edited by Robinson on
Comments
Discussed in https://www.daz3d.com/forums/discussion/341006/daz-studio-pro-beta-version-4-12-0-47-updated#latest
Thanks Richard.
Can anyone tell me if there is still a way to "play all frames" of the animation? I used this all the time (right click on the timeline tab) but I can't find it in 4.12.1.40 Beta. Thanks!
The command should still be there as before. If it isn't try running the Window>Worksapce>Update and Merge Menus command. Rob is currently looking into a report that the command can cease to work until toggled off and on following soem actions, so if that is correct it may be worth trying the turn it off/turn it back on approach.
Thanks Richard.
The problem I have is that I can't see the "play all frames" option in the menu. The attached images show the 4.10 and 4.12 Beta menus that I get: 4.10 has it as the second in the list.
I tried running the Window>Workspace>Update and Merge Menus command as you suggest. It appeared to do something, but it didn't make "play all frames" (or similar) appear!
(My experience in 4.10 was that sometimes the "play all frames" function stopped applying but, as you suggest, switching it off and back on restored it each time.)
I am pleased to hear it should still be available!
Thanks again.
I just checked and it isn't there for me either.
Thanks Richard. What should I do next? Should I submit a request form to the Technical Support department?
Please do, yes.
For info: I submitted a request form on 31Dec2019. Request #318168. Subject: "play all frames" of the animation.
...and on 28th Jan 2020 I got the response "I have submitted a feature request to get this re-implemented into 4.12". Fingers crossed!
See under Animation in the list of updates for the latest public build (beta) https://www.daz3d.com/forums/discussion/comment/5274781/#Comment_5274781 and the change log http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_12_1_47
My main issue with this, is that I used to simply select the part I wanted to delete a keyframe of (let's say the arm) and just hit delete key. Now you have to go in and find it on the timeline every time which is a serious dampener when you're trying to animate on a deadline. You can't even use the delete keyframe function if you have timeline on intermediate mode... but then get this, there's a delete key function in the menu to the right that actually DELETES the key of the specific node you have selected in the scene tab.
who designed this and why wouldn't they implement a default view feature? Seems like a serious design flaw unless I'm missing something.
There is a command to delete keys in the Timeline option menu
its not half usefull as the old graph and keymate
In what ways?
Yea I figured out how to hotkey the delete command only moments after I posted this, but the problems definitely don't end there. I'll try to be as reasonable as possible when sharing these issues cause I
have no way of knowing if the problems I'm having are just lack of understanding the new system, or lack of function of said system.
The two problems I can think of on hand are:
1. When I move the arm for example, a keyframe appears on the timeline (just like 4.11) but if you use the delete keyframe function, the arm moves back but the keyframe is still there, which never happened before. I'm assuming this is cause key frame data is being shown for all nodes on the timeline, instead of just the selected node. I've tinkered a lot with this just to see how it works and the main thing I'm getting is that trying to use the simplified timeline is basically pointless. I do see that this discussion was sort of glazed over in other forum posts but not much was explained on why this is a problem.
Basically for those who want to make decent looking animations this is a serious issue, because the viewport in daz is always and will always probably be laggy as heck, and having the frame show on whichever node you had selected helped you pinpoint jitters and other issues within the animation.
This could also simply be that I don't understand how to change the timeline to only show selected nodes. (apologies if this was explained earlier)
2. You can no longer click and drag on the timeline as well. You actually have to click the arrow on the timeline. This one is just a simple pet peeve and it's not really worth noting but I figured I'd share it.When I do animation work I gotta go fast and it was nice to be able to click and drag at will on the timeline vs having to hunt the yellow arrow down each time. This also might be interchangable, if so apologies for that as well.
Either way this is less of a rant and more of just me wondering how to adapt to the new system. Cause I'm stuck with it on my new rig, since the new cards don't register on the older 4.11 version.
Agree with these. Search/filter would also be very useful indeed. Also I have to select keys, copy, paste then go back and delete, otherwise known as "cut-paste". The ability to cut keys would also be very useful.
I'm not clear on "the arm moves back but the keyframe is still there"
Basically just as it says;
The new timeline seems to be programmed specifically around showing all active nodes on the given keyframe now. So even if there's no keyframe for the arm of your figure, if there's one of the leg then the keyframe still shows up on the timeline, regardless of if you have the leg selected or not.
So I could have the arm selected and see a keyframe at frame 46, but there's no arm keyframes... it's showing the leg keyframe, because the new timeline just shows all nodes on the given keyframe now instead of only what's selected. Not sure if they changed that with 15 but I plan to tinker more with it.
How is the node list expanded? Are you seeing key markers on the row of the arm bone, even though the leg bone is visible ibn the Timeline, or are you seeing markers next to the figure or a parent bone for the arm and leg?
These are all problems that are occuring via the intermediate or basic view styles for the timeline. If you use intermediate you're left with a single line for keyframes just like 4.11. The problem is that ALL active keyframes of the given frame are constantly visible on intermediate and basic view, instead of just the selected node (i.e. the arm).
So basically you're forced to use advanced view if you actually wanna animate anything. Because if you're using intermediate view you'll be seeing ghost keyframes forever, trying to pinpoint and guess where the frames for your selected node are actually at. It's even worse for facial expressions which seem to be seperate from the head now? I used to be able to use (skip to next keyframe) function between facial expressions while having the head selected but you can't do that anymore.