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Weird Glitch and a Feature Request

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us-virginia
So I have been doing new model Dev using a combo of blender and MCX as of late... First I wanted to bring up a weird glitch I have been having with the last couple of MCX dev versions (currently I am using 1.8250916) in that when I create an animation in MCX I noticed that if I enter numbers into the 0 frame the numbers don't continue to show after I hit the "ok" button in the animation edit window. For example I am working on a Mig aileron right now with frames of 0, 50 and 100. For my rotational values I entered Frame 0: -20, -6.25, -25; Frame 50: 0,0,0 and Frame 100: 15, 1.1, -17.1 and hit the ok button. While I can see the ailerons move when I run the animations in the viewer window... When I got back in to edit and adjust in the zero position the values are all reset to 0,0,0 meaning I have to re-enter from scratch on each edit but the values in the 100 frame are still showing as saved also the same with the right aileron but opposite values saved...

MCX Glitch.JPG
MCX glitch2.JPG



In previous versions I would be able to see all values that I set...

Another thing I would like to ask when I used the transformation window I can actively see the transformations as I make them when clicking on the various values so for example if I am clicking on a rotation I can see the part move in this as I make my adjustments making it very easy for me to make them... However when editing animations it seems to be a guess, click on and see if it works... Then re-open click on the frame I want to edit, re-guess / adjust and check again... Making the process very time consuming and tedious... Would it be possible to make the edit animation window work the same as the edit transformation window where I can see my adjustments in real time? It would make animation creation much easier. Thanks!

transform window.JPG
 
So I have been doing new model Dev using a combo of blender and MCX as of late... First I wanted to bring up a weird glitch I have been having with the last couple of MCX dev versions (currently I am using 1.8250916) in that when I create an animation in MCX I noticed that if I enter numbers into the 0 frame the numbers don't continue to show after I hit the "ok" button in the animation edit window. For example I am working on a Mig aileron right now with frames of 0, 50 and 100. For my rotational values I entered Frame 0: -20, -6.25, -25; Frame 50: 0,0,0 and Frame 100: 15, 1.1, -17.1 and hit the ok button. While I can see the ailerons move when I run the animations in the viewer window... When I got back in to edit and adjust in the zero position the values are all reset to 0,0,0 meaning I have to re-enter from scratch on each edit but the values in the 100 frame are still showing as saved also the same with the right aileron but opposite values saved...
Sounds like a bug indeed, I will try to reproduce it here.
Another thing I would like to ask when I used the transformation window I can actively see the transformations as I make them when clicking on the various values so for example if I am clicking on a rotation I can see the part move in this as I make my adjustments making it very easy for me to make them... However when editing animations it seems to be a guess, click on and see if it works... Then re-open click on the frame I want to edit, re-guess / adjust and check again... Making the process very time consuming and tedious... Would it be possible to make the edit animation window work the same as the edit transformation window where I can see my adjustments in real time? It would make animation creation much easier. Thanks!
Let me check why they behave differently and if I can change that.
 
I have been able to reproduce and fix the bug that the values of the first key were always reset to zero when opening the editor. So that will be fixed in the next development release.
 
And I have also been able to implement the change request, so that changes to the keys will directly show in the preview.

Would it make sense to you if the selected animation key would automatically jump to the one you select in the key editor?
 
I have made the last change as well now. So both the fix and the new feature will be in the next release. I think it will be available in a few days.
 
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