đēDisplay Lists
Keep organized lists of objects in the scene to quickly navigate
Last updated
Keep organized lists of objects in the scene to quickly navigate
Last updated
To provide a more streamlined workflow, Timeflow can store lists of objects and redisplay them at any time. This is useful for managing groups of animated objects and organizing scenes.
The order of the list can be customized by clicking the up and down arrows. This also determines the order of the drop down menu in the object panel.
In the Timeflow view, click on the display name for a drop-down menu to switch between saved lists, or to select a different display mode.
Use the keyboard shortcuts Alt + [ (Left Bracket) and Alt + ] (Right Bracket) to cycle through the saved display lists.
These commands are not in the Display List drop-down menu as shown above, but rather in the main menu: Tools > Timeflow > Display
Use the keyboard shortcut Alt + ` to display only the selected objects.
Use the keyboard shortcut Alt + Shift + ` to add the selected objects to the display.
As an alternative to displaying saved lists, Timeflow has several other display modes.
Select this mode to clear the Timeflow view of all objects. This can be useful when no specific objects are being worked on and/or when using Timeflow for playback.
To clear the display and set to 'Nothing' use the keyboard shortcut Control + ` (backquote)
To deselect all objects, use the keyboard shortcut ` (backquote) (that is the tilde ~ key in the upper left part of the keyboard, no modifiers)
This displays all Timeflow objects in the current scene and can be helpful to get a birds eye view of everything animated by Timeflow. If multiple instances are being use, this mode only displays the objects within its own hierarchy.
Use the keyboard shortcut Control + Alt + ` to display everything.
Displaying large numbers of objects at once may affect editor performance. Using one of the other display modes is generally best for workflow to focus on individual or smaller groups of objects at a time.
These modes (previously named Active Selection) automatically displays the currently selected objects in the scene and will change with the selection. This is useful for quickly switching between various objects and viewing and editing the animation of each.
Use Selected Object to view the currently selected object and it's children only, or use Selected Group to view the selected object with the parent group(s) it belongs to. Viewing by groups is most useful when working with rigs and hierarchical animation setups, whereas viewing by object is more for focused editing on individual objects.
Switch to Selected Group mode using the shortcut: Control + Alt + Shift + `
Note that only objects previously added to Timeflow are displayed in this mode. Otherwise even if game objects are selected, the view shows Nothing Selected when no TimeflowObject components are found in the selection. Each object therefor must be initially added to the Timeflow view to perform the necessary one-time setup. Thereafter, selecting any Timeflow object in the scene immediately displays in the view when using Active Selection.
Only add objects to Timeflow that you intend to animate. Avoid adding lots of objects at once, as this can slow down the editor and potentially cause performance issues.
This mode is automatically activated whenever a Display List is selected or created. It can be a single object, a list, or a hierarchy of objects. The lists can be automatically created when objects are viewed, or added manually as described below.
This mode is automatically activated whenever you manually add or remove items from the current display. This mode gives you full control over which objects are added to the view.
It is not necessary to select this mode, since using shortcuts such as Alt + ` or otherwise adding objects to the Timeflow view will activate User Controlled mode.
This mode is automatically activated whenever a prefab is opened. This is a special mode that allows Timeflow to display and edit prefab objects, even though they do not belong to the currently open scene.
When enabled, this allows Timeflow to save each new viewed object or group of objects as a Display List, which can be recalled later. This serves as a sort of view memory to help manage a scene automatically without having to manually create the lists.
When displaying an object, Timeflow first checks to see if the object belongs to an existing Display List, and if so displays that list, otherwise a new list is created with the selected objects. This prevents creating additional lists for objects already saved in another list.
Use this to remove all of the saved display lists. This might be necessary from time to time to declutter and reorganize a scene.
Use the Display Lists section of the Timeflow inspector window to create and edit display lists.
This button is used to create a new Display List from the currently selected objects in the scene.
Lock the Inspector view to keep the Timeflow editor visible while selecting objects to add to the display lists. Click the lock icon in the upper right corner of the view.
Timeflow prevents adding itself or circular references to display lists.
Each list is comprised of references to game objects. Object fields can be assigned by dragging in a game object from the Hierarchy view.
Game objects must be in the same scene and require a Timeflow Object component.
Use the arrow buttons to set the desired order of objects, which matches the order displayed in the Timeflow view (but is separate from and does not affect hierarchical order in the scene).
The Copy and Paste buttons can be used to copy a list of game objects from one view list to another. This can be helpful when organizing lists.
If auto save is off, no new lists are created until one is added or saved explicitly. When viewing objects not belonging to a list, or the list has not been saved, the name is displayed followed by an asterisk. Click the disk icon to save the list.