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Describe the project you are working on:
I'm currently using AnimatedSprites, which use SpriteFrames, to add animations to the user interface of our game project.
Describe the problem or limitation you are having in your project:
I have been modifying the frames of our animations in SpriteFrames, by swapping out old sprites and implementing new ones, as well as moving frames around. While doing this I noticed both moving and deleting can only be done on an individual frame basis, which can make removing or moving sprites in large animations a real chore.
only one frame can be selected at a time
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
I would love to see multi-selection of the frames inside the Animations, by using CTRL+LMB and SHIFT+LMB respectively for single selection (current selected frames + clicked frame) or range selection (current selected frames to clicked frame). This is how most listed items and UI elements work throughout the engine, such as the Filesystem, Scene Tree, Scene Viewer.
This would allow the user to select all frames, and then press the 'Delete' button to remove all of them, or select a few frames, and press the 'Move' buttons to move the selected range of frames around. This would greatly speed up large changes within SpriteFrames Animations, and be friendlier on the Index Fingers of all Godot Devs.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
I think it should be pretty self-explanatory, but here is a small slideshow of the proposed feature, as I see it. Keep in mind the last frame, where the animation frames get deleted would obviously not look like that (empty frames), but it best showed the 'deletion' process.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
It cannot be worked around through script, but it can be worked around with manual labor, by selecting each individual frame and moving/deleting it one by one. Not a great solution, but it does work. Technically.
Is there a reason why this should be core and not an add-on in the asset library?:
This would be an enhancement to the UX of an already core part of the game, and one that would be in line with other selection methods inside the editor. This likely shouldn't be left as an add-on.
The text was updated successfully, but these errors were encountered:
Calinou
changed the title
Allow Multi-Selection of Frames in SpriteFrames Animations
Allow multi-selection of frames in the SpriteFrames animation editor
Sep 13, 2021
Another reason to allow this in combination with Copy/Paste is that Duplicate animation is not implemented yet (#3942), so being able to batch copy and paste all the sprites into a new animation would be a nice alternative.
Thumbs up for that issue.
Either multi select or just additional "Delete All" button.
Current workaround is to delete whole animation from the list and add new one with same name then add the frames again... Not the friendliest.
Describe the project you are working on:
I'm currently using AnimatedSprites, which use SpriteFrames, to add animations to the user interface of our game project.
Describe the problem or limitation you are having in your project:
I have been modifying the frames of our animations in SpriteFrames, by swapping out old sprites and implementing new ones, as well as moving frames around. While doing this I noticed both moving and deleting can only be done on an individual frame basis, which can make removing or moving sprites in large animations a real chore.
only one frame can be selected at a time
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
I would love to see multi-selection of the frames inside the Animations, by using CTRL+LMB and SHIFT+LMB respectively for single selection (current selected frames + clicked frame) or range selection (current selected frames to clicked frame). This is how most listed items and UI elements work throughout the engine, such as the Filesystem, Scene Tree, Scene Viewer.
This would allow the user to select all frames, and then press the 'Delete' button to remove all of them, or select a few frames, and press the 'Move' buttons to move the selected range of frames around. This would greatly speed up large changes within SpriteFrames Animations, and be friendlier on the Index Fingers of all Godot Devs.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
I think it should be pretty self-explanatory, but here is a small slideshow of the proposed feature, as I see it. Keep in mind the last frame, where the animation frames get deleted would obviously not look like that (empty frames), but it best showed the 'deletion' process.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
It cannot be worked around through script, but it can be worked around with manual labor, by selecting each individual frame and moving/deleting it one by one. Not a great solution, but it does work. Technically.
Is there a reason why this should be core and not an add-on in the asset library?:
This would be an enhancement to the UX of an already core part of the game, and one that would be in line with other selection methods inside the editor. This likely shouldn't be left as an add-on.
The text was updated successfully, but these errors were encountered: