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I have checked for similar bug reports and could not find any.
I have tested and confirmed that this is an issue in an official branded build.
Describe the bug
In Animation Editor, when I am editing an animation the editor dialog box does not display the animation frame rate as saved to the animation, instead it defaults to and always displays 60fps. This means if the other values are edited and saved, the frame rate is overwritten back to 60fps instead of retaining the desired frame rate.
Ideally the frame rate (or frame length) as saved to the animation should be displayed, and it shouldn't be necessary to edit/correct that every time when editing the other values.
Additionally if I have the animation edit dialog box open and load a different model, that window does not close and stays open referring to the animation from the previous model. This is unlike the behavior from the puppet editor, when open dialog boxes are closed upon loading a different model.
Reproduction
Go to Animation Edit
Create an animation, save the framerate as something other than 60fps
Right click > edit the animation to see the dialog box again
See that the frame rate is listed as 60fps even though that is not what has been stored in the animation
Open a new model without closing any Animation edit dialog boxes
The dialog boxes from the old model remain open
System Architecture
x86_64
Operating System
Windows
Version
v0.8.6
Logs
No response
Additional Context
Closed.Model.Window.Stays.Open.mp4
The text was updated successfully, but these errors were encountered:
Validations
Describe the bug
In Animation Editor, when I am editing an animation the editor dialog box does not display the animation frame rate as saved to the animation, instead it defaults to and always displays 60fps. This means if the other values are edited and saved, the frame rate is overwritten back to 60fps instead of retaining the desired frame rate.
Ideally the frame rate (or frame length) as saved to the animation should be displayed, and it shouldn't be necessary to edit/correct that every time when editing the other values.
Additionally if I have the animation edit dialog box open and load a different model, that window does not close and stays open referring to the animation from the previous model. This is unlike the behavior from the puppet editor, when open dialog boxes are closed upon loading a different model.
Reproduction
System Architecture
x86_64
Operating System
Windows
Version
v0.8.6
Logs
No response
Additional Context
Closed.Model.Window.Stays.Open.mp4
The text was updated successfully, but these errors were encountered: