It seems like keyframe insertion for masks is exclusively handled by bpy.ops.mask.shape_key_insert() and cannot be done from python in a different manner. This operator only works in the right context (mask open in clip editor or image editor, or mask strip selected in sequence editor) and if the points of your mask are currently selected.
Not sure how to answer but I am trying to access the start_frame parameter of a sequence strip in the VSE and my guess is it has to do with this thing called context. Looks like where ever the start_frame is being defined or allocated in it's parameter the context is where it is inherited.
So it seems you have to create a context which is local to your ...
I'm not sure if this is what you're after, but maybe, assuming frame 20 is currently your last keyframe, and the interpolation between existing frames is linear (it's T to adjust that):
In a Graph Editor, select the keyframes in the channels of interest at frame 20
ShiftE set the Extrapolation method of the keyframes to 'Linear'
Move the cursor to frame 23 ...
Okay so I figured it out and will post the answer just in case a new 2D animator runs into the same issue.
The problem I had is solved with setting keyframes for the new layers (ink, color, shadows, highlights, etc..) on another frame in the dopesheet.
Because I had those layers only active on 1 frame in the dopesheet the image showed through the whole ...
Thanks, it helped a bit - I didn't realize until now that I can tweak the darker menu options under it, so thanks!
Another thing that I found out is that it is different wherever you are pointing the mouse at the canvas/view port area or at the dopesheet/timeline/graph editor menu, when you are pressing the insert key shortcut. SO I'll add to your well-...
curr = bpy.context.scene.frame_current;
for ob in bpy.data.objects:
if "_hitbox" in ob.name:
ob.follow_bone = False
if ob.pose is not None:
if ob.pose.bones is not None:
for bone in ob.pose.bones:
if ".IKC" in bone.name:
If you want to assign a key that always inserts the LocRotScale key at the current time, you have to do the following:
Go in the Blender Preferences, under Keymap and search for "Insert Keyframe".
There will be an entry under Outliner, unfold the "Insert Keyframe" by clicking on the small triangle in front of the checkbox.
You need to copy the "anim....
Thanks for suggestions. Workflow that sorts of work for me is as follow:
Once You have the grease pencil animation that You like:
Sadly it does not detect grease pencil keyframes. Thus it is needed to create object level keyframes. Empty will do fine. Create one and paste them on frames where Grease pencil keyframes are.
Select all keyframes (...
I think I've fixed the issue by trial and error. I first selected all the controls (I think that's what they are called) on the character by clicking on an empty area, then clicking a twice.That made them all highlighted with their colors. Then I went to the dope sheet and did what I did previously to the key frames and . . . Voila :) I know that was a ...
Strictly spoken this is not possible. However, you can at least avoid channels being auto-keyed that do not have a keyframe on them yet.
So first, as suggested by josh, insert a single keyframe on a channel you'd like to animate, say Location Z. Then you need to switch the Active Keying Set to Available, and next to the Auto Keyframing dropdown enable the ...
You can divide the various strokes into layers, then add more than a build modifier, targeting each one to a single layer. Then every build modifier can be set to start at one certain frame and last for any number of frames.