đąChannel Menu
Last updated
Last updated
Right-click on a channel name to display the context menu with additional options in the Channel section. This can be done for a single channel or for multiple selected channels.
Please not that assigning channel colors has changed as of version 1.5.6. Please see Track Colors
This option is off by default though may be enabled to force a channel to update every frame regardless of tracks or parent states. This can be helpful when linking channels to ensure that the source channel provides data at all times. Or it may be used to simply keep an animation running.
Enable this option for channels whose keyframes you wish to always see values for. This can be helpful when animating strings, objects, or other values that you wish to view. When enabled, keyframe value labels are always shown with or without 'Show Keyframe Values' enabled in the view.'
This menu option always pertains to the channel named, which is the one clicked when invoking the menu. Selecting this menu command deletes the channel and also removes the behavior if it is the only channel for that behavior.
Deletes all of the selected channels and removes any behaviors no longer in use.
When the object panel has focus, use the keyboard shortcut Delete (or Backspace) to delete the selected channels. This deletes the game object only if the object was the last item selected.
Deletes all keyframes in the selected channels. This can be helpful to clear an animation and start over while otherwise keeping the channels.
This option is available only for multi-numeric keyframe channels, such as vector or color types using Combined mode. Selecting this command creates new separate channels for each attribute (X, Y, Z, or color R, G, B, A). Keyframes from the original combined channel are copied over, however some interpolation may need some adjustment.
Separating channels is useful in cases where you've started animating a combined value but need finer control over the timing of each attribute. This preserves the existing animation, copying it to each of the separate attribute channels and keeping the original channel untouched (though disabled) so you can go back to it or delete it if no longer needed.
Restores the height of each channel row (as displayed in the Timeflow view) to the default value, specified in the Preferences.
Use this to reset the selected channels to their original generated names, based on property assignments or according to the type of behavior that manages them. This can also be helpful when old names entered no longer match the assigned properties.
This feature was previously named "Convert to Keyframes". Updated in v1.0.2
Use this command to bake the current channel values to keyframes on a new channel. This generates data for every frame based on the current FPS and can be useful to capture animation data from procedural behaviors and linked channels or to resample animations.
If the Work Area is enabled, keyframes are only generated in that time range. Otherwise, keyframes are generated over the entire timeline.
This option is available for channels that have a Time Offset to apply the offset to all keyframes in the channel, then resetting the Time Offset to 0. This effectively applies the offset permanently. (Added v1.0.2)
This feature is only available for channels and applies to keyframes. Object tracks and their time offsets are not affected.
This option is only available for standard keyframe channels which have looping enabled. When this command is selected, the keyframes in the looped region are replicated, essentially converting the entire loop to editable keyframes. (Added in Timeflow v1.0.2)
This operation is confined to the Work Area if enabled.
Once the operation has been applied, looping on the channel is turned off since it is now represented by the new keyframes. The original keyframes inside the loop remain unmodified, however any keyframes outside of the original loop region are removed. You may undo if needed.
When keyframes are expanded, an additional 1 second padding is added before and after the loop region to help preserve the shape of the curve.
To avoid coincidental keyframe times, which can often occur with the starting and ending of the loop, keyframe times are shifted plus or minus 1 frame so that keyframes are not overwritten and the overall curve shape is preserved.
Use caution when expanding looped keyframes. If a large number of keyframes are generated, it may affect editor performance or crash in extreme cases. Use the Work Area to constrain the loop to a specific section of time and avoid repeating densly packed keyframes.
Display current assignment and options for Channel Links. If no links are in use, then these menus are greyed out.
This acts as a toggle to enable/disable the channel link. This only affects the link and not the channel itself.
Fully removes the channel link.
This is a useful command to reveal linked channels. It add objects to the current display list if needed so that all linked channels can be viewed together.
Please see Channel Link for further documentation on link settings.
This command, only available in the Linked To submenu, inserts a new data channel between the currently linked channels to facilitate adding more computation to a channel link. The new data channel is set to the same type as the destination channel and then may be further customized.
Displays how many channels are referencing this one.
This command unlinks all channels that have been linked to the selected channel.