Using FCurve.evaluate(frame) and numpy
In this related answer have found the minimum of an fcurve based on 0.01 subframe increments, instead here will find the first point where the fcurve is greater than a given value.
Test script, loops over all actions and prints the frame (and value) where it first exceeds value.
import numpy as np
value = 10
You can animate the timestep. A value of 0 stops the animation, higher values increase it. In this way you can change the speed at any keyframe of any particle system.
The speed can be animated for every particles system setting. So you can combine particle systems with different velocity or speeds.
You'll find the timestep in the particles properties at ...
Could be simplified to one shape key.
In the initial state of the cube, it is dimensionless (squashed down
to a flat object). In the animation, it should be clear that the Cube
starts growing from 'a flat surface'.
Also, how can I describe the scale in Z direction, when the values are
accumulative? This gets complex already.
IMO you have totally ...
that happens , with me also ,actually thats not a problem with blender or the ad-don , its with you , you probably are not selection the correct object in your animation you are selecting an object that doesn't have a key frame there , try selection all things and look if there is something having a key frame there and try deleting it , or you can also ...
I think I found what you need. If you go to the animation timeline and change the type to dope sheet, you should see an option next to it that lets you change the type to action editor. This will let you add new actions and save multiple different animations in one rig.
Not entirely sure how you would do it but I think that you may be able to make only ...
You can deform the object to it's final shape first, and then you select APPLY AS SHAPE KEY.
Then, go to the vertex group menu, and select SIMPLE DEFORM under SHAPE KEYS
Finally, you will see a slider named VALUE. turn automatic keyframe on, and then start deforming the object through time.
In that way you don't even need armatures