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Fix SkeletonEditor's methods to adapt new animation and skeleton system #53786

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TokageItLab
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@TokageItLab TokageItLab commented Oct 13, 2021

#53689 and #53765 make big changed the methods of Skeleton and some SkeletonEditor's functions has broken, so I'll fix that.

@Calinou Calinou added this to the 4.0 milestone Oct 13, 2021
@TokageItLab TokageItLab changed the title Fix some SkeletonSditor's methods to adapt new animation and skeleton system Fix some SkeletonEditor's methods to adapt new animation and skeleton system Oct 13, 2021
@fire fire changed the title Fix some SkeletonEditor's methods to adapt new animation and skeleton system Fix SkeletonEditor's methods to adapt new animation and skeleton system Oct 14, 2021
@TokageItLab TokageItLab force-pushed the fix-skeleton-editor-methods branch 6 times, most recently from 06bbf0b to 81b3a64 Compare October 14, 2021 15:41
@TokageItLab TokageItLab marked this pull request as ready for review October 14, 2021 15:44
@TokageItLab TokageItLab requested review from a team as code owners October 14, 2021 15:44
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TokageItLab commented Oct 14, 2021

Fixed bugs and refactored. However, the animation track insertion is still broken. To fix that, a new UI needs to be generated, so I will send an additional PR later.

The previous EditorProperty in the Inspector did not have a reference to the Skeleton's property directly, but it has been fixed. Instead, Rotation UI is now a quaternion, but the same problem is occurring with RotationTrack in Animation.

スクリーンショット 2021-10-15 0 44 16

Quaternions are difficult to manipulate in the Inspector, so that problem needs to be fixed. Since @reduz is planning to implement rotation modes other than just YXZ Euler and Quaternion in the future, related to that, we are discussing whether we need to implement an EditorPropertyRotation which will replace EditorPropertyQuaternion for the interface.

There is also a problem with global scaling changing the Rotation, which needs to be addressed in the future, for example, such as #53684.

@TokageItLab TokageItLab force-pushed the fix-skeleton-editor-methods branch 4 times, most recently from 62b7662 to 70e555e Compare October 14, 2021 16:49
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@lyuma lyuma left a comment

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My preference is to have Bone Transform visible by default, since the user selected the bone to see its transform.

	pose_editor->set_visible(false);

I would also like the button for "apply pose to rest" to be moved, since it is now more important than before, but far away from the Rest matrix in the inspector that it would modify.

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TokageItLab commented Oct 14, 2021

Maybe, what @lyuma means is section->unfold(). I agree with that and added one line to fix that.

@akien-mga akien-mga merged commit f90047f into godotengine:master Oct 14, 2021
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Thanks!

@TokageItLab TokageItLab deleted the fix-skeleton-editor-methods branch September 16, 2022 21:02
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5 participants