#Beatrix's Movement Sequencer Bug List

1 messages · Page 1 of 1 (latest)

viral maple
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Discovered so far, in rough order of severity:

  • Sometimes, instead of creating a new keyframe for the movement sequencer, it increases the step number in the menu, but does not actually make a new keyframe. Instead you will stay selected on whatever keyframe you were selecting beforehand. I do not know what triggers this or what fixes it, but with enough persistence I can work around it. Also, after you do this, if you pan the level editor screen, the translate/rotate icons in the editor will not pan with the rest of the level. A workaround seems to be playing the level and then going back into the editor until it fixes itself. (see: fig 1)
  • Movement sequencers sometimes would rather go 270 degrees counterclockwise than 90 degrees clockwise (see: fig 2)
  • If you attach a movement sequencer to a movement sequencer, and then delete the sequencer child, the parent still thinks it has a child movement sequencer. I do not know what negative effects this has had, since this is easy to overwrite, but it is concerning.
  • If you select a sequencer, open the keyframe menu, and then exit, and then open the keyframe menu of a different sequencer, you can sometimes still be selecting a keyframe of the first movement sequencer. I'm not fully sure what causes this, as it happened a lot to me and yet I cannot reproduce it.

Bug list will have new items being added as I discover bugs

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The clockwise counterclockwise bug can be worked around by adding "dummy" keyframes at the beginning of the weird movement. These "dummy" keyframes have no easing, a duration of 0, and no change in rotation or position from the previous keyframe

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New bug:

  • Duplicating movement sequencers seems to cause mild funkiness. They retain what objects or sequencers are children of them (but they don't remember what their parent sequencer was), and it's difficult (but not impossible) to remove these. Otherwise, duplicated movement sequencers seem to function as intended
tame flower
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well I was going to maybe try using these but these bugs are huge stopping points

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guess I'll have to wait :(

viral maple
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they're all either minor or workaroundable

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the first two are big but i've worked around them

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i've still managed to make epic things with this feature

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Update: the clockwise counterclockwise bug is not always fixed by a dummy keyframe and I don't know how to reliably fix it, which has gotten in the way of progress of a thing i'm doing, so i'll take a break from it for now

vagrant ridge
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if you duplacate a movement sequinse there is a phantom line

viral maple
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yes, those are because it retains the list of child objects and child sequencers

vagrant ridge
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but walaber couldnt reproduse it

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you also cant add steps to sequinsers at all

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delating a step will remove the step ui

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or attempting to will anyways

viral maple
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that fix works for me