Enhancing Sequencer Animation

I’m interested, what is planned regarding animations in sequencer and David seems to have the same wishlist. :slight_smile:
Sequencer looks promising for doing cinematics. I’m developing plugins and like to extend the functionality,
but don’t want invent things which already are coming.
Is it possible, to add custom tracks (derived from a track baseclass) from a plugin?

Here’s the copied text with the full wishlist:
*-David wrote:
Answers.Archive STAFF May 26 '16 at 7:57 PM
Hi Max, Is there a place we can request specific features for this? To do any sort of volume of cinematics with sequencer will require being able to break animations down to their component parts and be able to easily recombine for variety. In particular, we would ask for:

A contribution/weight track on each anim that would allow curves to define percentage from 0->1 that the animation is used on the skeleton (this would be useful as a general purpose thing for any float track btw). This is useful both for cross fading between anims, but also so you could play smaller versions of a gesture animation for example.

A time track on each anim (from 0->1) to allow the animation time to be driven directly by a curve for ease in playing backwards, forwards, faster speed, etc. The ability to mask an animation to particular parts of the skeleton. Each animation to have its own track with priority settable. This would allow a mixing scheme such that if any particular bone had full contribution/weight from higher priority animations, it would ignore the lower priority animations, but if there was some weight left, it would interpolate between those animations in a weighted way. By the way, priority would be a useful thing for all tracks. This would allow clearer definition between local tracks and tracks in embedded cinematics.