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Animation Window: Collapsible Hierarchies

Animation

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For creating complex in-editor GameObject animations using the Animation View/Animation Window, the ability to collapse hierarchies would be highly desired.

I'm working with vertex-animations for example, and occasionally have to work with Animation Clips with 50-100 animated GameObjects/properties as a result.

The vertices are arranged in groups. So there's different groups of vertices for different body parts for example (hair, head, jaw, eyes).
So each group looks like this for example:

HeadGroupGameObject > VertexGameObject, VertexGameObject, VertexGameObject, VertexGameObject ...

Needless to say, when I want to select the keyframes of particular gameobjects/properties for editing, it's somewhat of a nightmare having to scroll through this huge list of objects/properties in the Animation Window and then matching existing keyframes on the right side with the correct objects/properties on the left for selecting the correct keyframes.

It would be a huge help if there was a way to collapse hierarchies of GameObjects on the left side of the Animation Window.

Currently, the Animation Window already displays the hierarchy by visually indenting each GameObject increasingly to the right, according to its position in the hierarchy, relative to the Animator Controller GameObject.

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[ Possible Solution: ]

(1) Provide the *option* to display the entire hierarchy tree of GameObjects under the GameObject with the Animator Controller (including itself), in the Animation Window.

(2) Display non-animated GameObjects grayed out to distinguish them when visually scanning the Animation Window.

(3) Provide three Expand-Buttons:

(3.1) One next to each GameObject to expand the hierarchy of GameObjects under a GameObject.

(3.2) Another one next to each GameObject to expand the list of Animated Properties on that GameObject.

(3.3) One next to each Animated Property to expand its animated values. (This feature is what's currently available)

That means 2 Expand Buttons next to each GameObject, and 1 Expand Button next to each Animated Property.

(4) When both Animated Properties and Child-GameObjects of a GameObject are displayed (both Expand Buttons have been pressed), Animated Properties are always listed first, displayed at the top, in front of any Child-GameObjects.

(4.1) Animated Properties should have a different font-color to more easily distinguish them from Child-GameObjects.

(4.2) The Animation Window Timeline should show a dark-grayed out row in the Keyframe-Timeline for GameObjects in an expanded hierarchy. Since GameObjects themselves don't have any Animation, only their Properties. This is to better visually separate things again, so we can more quickly identify Animated Properties when visually scanning the hierarchy and Timeline.

Visual Example:

˅ > GameObject
> > ChildGameObject
> > ChildGameObject
> ˅ ChildGameObject
> Position
˅ Rotation
Rotation.x
Rotation.y
Rotation.z
> > ChildGameObject
> > ChildGameObject
˅ ˅ ChildGameObject
> Position
> Rotation
> > ChildChildGameObject
> > ChildChildGameObject
> > ChildChildGameObject
˅ ˅ ChildGameObject
˅ Position
Position.x
Position.y
Position.z
> Rotation
> > ChildChildGameObject
> > ChildChildGameObject
> ˅ ChildGameObject
˅ Position
Position.x
Position.y
Position.z
> Rotation
> ˅ ChildGameObject
> Position
> Rotation

Notice:
(1) The first Expand Button next to a GameObject expands its Child-GameObject-Hierarchy.
(2) The second Expand Button expands the Animated Properties on a GameObject.
(3) Of course which one does which could be changed around. Maybe it's more natural to have the first one display the Animated Properties, since this is the Animation Window after all.

Finally, I'd like to re-iterate that this doesn't have to overwrite the existing Animation Window display, but that an *Option* to display it this way would be greatly beneficial to some people working on more complex animations.

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