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Description
I had an idea for something, just now how sure it could be implemented.
So for "Sub timelines", what I mean by this are timelines that use an isolated frame frame count. If you play back an animation, the sub timeline will loop on itself.
Like let's say you have an animation for a model that's 60 frames long. Then you have another timeline for something else (either on the same model with a different timeline, or a different model), and that thing is 120 frames long. When the 120 frame long animation plays, the 60 frame one will just play twice/essentially loop itself for that duration. For something like 60/120, you COULD just copy-paste the keyframes for a second time so it matches up, but if you've got a really long timeline this can get tedious to do numerous times. So you could have a very long animation for something but then have something else animate on loop for the duration of that animation. I don't know how else to explain this.
Animation offset does what it says on the tin, and specifies how many frames forwards/backwards the timeline for something is when playback starts.