Sequencer unwanted, auto "invisible transform keys"

I’m not sure I follow completely. However, we did make some changes to 4.17 in this area. Would you be able to grab the 4.17 preview and test it out to see if your issues have been addressed?

In 4.17, autokey will now only create keys now if you’ve created an initial keyframe. That’s more inline with traditional 3d packages.

There is a “default” value in the track - this is the unkeyed value. And that’s visible as the value in the sequencer tree view when there are no keys. Maybe that’s what you’re referring to?

Hey ,

The “Second Issue” sounds like an issue with the curves. Can you take a look at the curve editor and let me know if the curve connecting your two keys has and bend to it?

Enable curve editor with this button:

192248-curveeditor.png

Hi ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Is it intended that if you are working with spawnable cameras, when you create a camera, before piloting your camera, you need to have the Frame-position being already set to where you want to create a Key, because if you first pilot the camera, and drag the timeline afterwards - it will result in some “invisible” and unwanted transform keyframes created.

If it is intended, then why they are invisible?

Currently the only way i know to workaround it - is to delete 2 tracks: the cameraActor track and the Camera Cuts track, then to recreate the spawnable camera. If it will not help, then reopen the project.

Today i probably even experienced those unwanted, invisible keyframes being created right after creating the spawnable camera, so to avoid it, it is better to work in the following order:

  1. slide timeline (to the frame position, at which you want to create a Keyframe)

  2. set the viewport to the view, how you would want to pilot the camera

  3. click the “create new camera” from the sequencer toolbar

  4. create a keyframe in a single click or by a hotkey

of you change the order (especially swap between 1 and 2), then you may experience issues with those annoying unwanted, invisible transform keyframes, which will take additional time and efforts to workaround.

I think, that spawnable cameras should completely ignore any transform actions and any actions related to the timeline, until a user actually, intetionally creates a keyframe (by clicking on the UI or by a hotkey). In any other cases camera movements and timeline dragging shoul not be “remembered”, only intentional, visible keyframes should matter.

Edit:

to add more to it:

Another similar issue:

Whenever you have some piloted-view and you create a first Keyframe, then you drag timeline to, say, 150-200 frames forward and create a second Keyframe (with still the same viewport view, same transform, as the first Keyframe). You expect the camera to not move between those keyframes (because you wanted to have some pause on that Character or object, before moving camera elsewhere), but instead the result is, that the camera will “swing” (a bit) in the air, if you watch at the Transform values in the left side of the Sequencer, you will notice, that at the first Keyframe the values are intended, then in the middle between those keyframes - the values are furthest away from the expected, then the second half (starting from middle and ending at the second Keyframe) you can notice that the Transform values smoothly change to the expected values. So those values only match at the Keyframes, but they do not match in any frame in-between those keyframes. So, again, happens some kind of invisible, unwanted keyframes. To work around it, i copy transform keyframe, then i delete second keyframe, put timeline-position at second keyframe’s location and with Right Mouse Button i choose “Paste > Transform” there (this way it will work as expected).

Currently 4.17p1 is not installed, i will think about it.

Anyway i should get used to proper workflow, currently im newbie, did not know, that it is so important to keep that order, that i described as a “workaround”.

I was referering mostly to spawnable camera’s Transform values, i see no reason for 2nd issue to exist (where 2 keyframes with exacly same Transform values, still let camera to “swing” (move) a bit, while moving between those Keyframes). I will test it in 4.17 in few days, then report back.