I've been animating with this for awhile now. I know some of my concerns may be in documentation here on this website. If so, could I simply be directed to the name I can search to find the information? I don't want to waste anyone's time if the material is already there.
If not, then I'd like to see how I can do that as a work around, or suggest a feature if my use case is not currently supported.
1. Transform & Morph While Animating:
For some reason, while editing the Morph, the Transform of the object and objects around it don't show their actual positions or morphs in the animation. This is making it difficult to animate Morphs and Transformations together when I am trying to make a perfect fine detailed pose. Currently, I am having to toggle on and off the Start Edit button and make guess-work adjustments. I've looked through settings and cannot find any way to enable the behavior I'd like to have. I'd love direction on how to resolve this, this so far is my major hindrance in animation and biggest concern thus far.
I was looking at onion skinning too. Is there a setting which would help me here with Onion skinning?
2. Isolating Objects on the Timeline:
Is there an option or feature which allows me to remove all the keyframes from everything other than a selected or group of selected objects? To remove the clutter from everything I am not concerned about without hiding the images/Bones/Meshes too, just timeline keyframes and only editing those ones.
3. Physic Simulation 'Settling/Preloading':
Is there a way to pre-settle or pre-run the physics on objects. When I first launch the scene or create/activate the gameobject, the physics will jitter massively before finally settling down after a few seconds.
4. Physics Jiggle Bone, Hair Bounce, Stimulation/Control in Animations:
Is there a method to tone down or entice objects which have physics attached through animations? Say I wanted to blow a gust of wind with X strength from Y direction from a specific Keyframe to the next Keyframe. Or drag and pull around physics vertices manually. Or turn off/on or scale a mesh's physics simulation through control parameters outside animations or within? Am I also able select only to affect a certain mesh or groups of mesh to be affected by the physics wind gust or gravity etc?
5. Animation Keyframe Scaling:
In other animation software including the one within Unity. You are capable of highlighting multiple keyframes and scale them higher or smaller. They change the frames they exist on, but maintain the a relative distance between each other. Different than selecting multiple frames and dragging the whole selection while maintaining unchanged distance between each other.
Usually this is done by holding a modifier key while dragging a selected group of keyframes. Or switching to the scale tool.
6. Gathering Vertex Position Data (Playmaker):
I have used Playmaker, which I don't think makes too much difference but thought I'd mention it. And have gathered a specific mesh's vertex position. My intention was to move a 2D collider game object to that Vertex position while it is running a physics simulation and animating. Thus I could not use a Helper Bone to track that position, I need the Vertex location.
When doing so, at the moment I run the code to gather said Vertex location, the Mesh will stop updating and break its physics.I'm sure this is unintentional, does gathering a mesh's vertex location break anyportrait somehow? Is this repeatable for you? I don't rightly recall how I did so with Playmaker, but I have it somewhere I can go describe exactly how I did so to replicate it if needed.
On that note, is there a method within Anyportrait to keep a bone's (helper bone) location to target a particular vertex? Or make a Bone IK position or Point to a certain vertex that moves with physics?
Or is there an intended way to gather said vertex position information?
7. Physics Simulation of Object and Object's Shadow
Is there a proper way to ensure two objects have the exact same physics simulation?For example, a character has a Bow tie mesh around their neck. I've also created a shadow of the bow tie directly under it. Does this shadow need to have the exact same dimensions and positions of vertex, the same exact physics weights/settings on every vertex as well, along with the same viscosity group?