# Display Lists

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.

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FjAhVkjY7h75ioQV3ayKo%2Fimage.png?alt=media&#x26;token=b0bdea11-c1c8-42d8-b7c6-2e7d6c6847d7" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
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.&#x20;
{% endhint %}

## Switching Lists

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.

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FTppGvYcnwHexkMV1pdYs%2Fimage.png?alt=media&#x26;token=265457bb-9a14-42be-8e4f-c2dcdd982424" alt=""><figcaption><p>Main and AxonGenesisLogoGroup are saved display lists.</p></figcaption></figure>

{% hint style="success" %}
Use the keyboard shortcuts **Alt + \[ (Left** **Bracket)** and **Alt + ] (Right Bracket)** to cycle through the saved display lists.
{% endhint %}

## Display Selected

These commands are not in the Display List drop-down menu as shown above, but rather in the main menu: **Tools > Timeflow > Display**

{% hint style="success" %}
Use the keyboard shortcut **Alt + \`** to display *only the selected objects.*
{% endhint %}

{% hint style="success" %}
Use the keyboard shortcut **Alt + Shift + \`** to *add* the selected objects to the display.
{% endhint %}

## Display Mode

As an alternative to displaying saved lists, Timeflow has several other display modes.&#x20;

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2Ff2nnqVdHSd4SZIe6751k%2Fimage.png?alt=media&#x26;token=7934e7c0-d1e8-4fd6-a236-82c32c9788df" alt=""><figcaption></figcaption></figure>

### Nothing

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.

{% hint style="success" %}
To clear the display and set to 'Nothing' use the keyboard shortcut **Control + \`** (backquote)
{% endhint %}

{% hint style="success" %}
To deselect all objects, use the keyboard shortcut **\`** (backquote)\
\&#xNAN;*(that is the tilde \~ key in the upper left part of the keyboard, no modifiers)*
{% endhint %}

### Everything

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.

{% hint style="info" %}
Use the keyboard shortcut **Control + Alt + \`** to display everything.
{% endhint %}

{% hint style="danger" %}
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.&#x20;
{% endhint %}

### Selected Object/Group

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.

{% hint style="info" %}
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.&#x20;
{% endhint %}

{% hint style="success" %}
Switch to **Selected Group** mode using the shortcut: **Control + Alt + Shift + \`**
{% endhint %}

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 selectio&#x6E;*.* 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.

{% hint style="warning" %}
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.&#x20;
{% endhint %}

### Saved Display

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.&#x20;

### User Controlled

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.&#x20;

{% hint style="info" %}
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.
{% endhint %}

## Automatically Save New Lists

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.&#x20;

{% hint style="info" %}
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.&#x20;
{% endhint %}

{% hint style="info" %}
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 ![](https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FqC00xC9uMbMt6xMBAVpI%2Fimage.png?alt=media\&token=a9121868-7ca9-4779-8814-53dc77e6068b)list.

<img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2Fu3zGWtytOe1KWQ6dlflH%2Fimage.png?alt=media&#x26;token=d2e829aa-b37f-4bc1-a7a0-1e2381ff842d" alt="" data-size="original">
{% endhint %}

## Clear All Display Lists

Use this to remove all of the saved display lists. This might be necessary from time to time to declutter and reorganize a scene.

## Manually Adding Display Lists

Use the Display Lists section of the Timeflow inspector window to create and edit display lists.

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FPV3hW263yn5vMGGNNBLL%2Fimage.png?alt=media&#x26;token=d2203871-22b9-4656-9381-c0220e1f0234" alt=""><figcaption></figcaption></figure>

### **Add Selected Objects**

This button is used to create a new Display List from the currently selected objects in the scene.&#x20;

{% hint style="success" %}
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.
{% endhint %}

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FPCqLTaM2HMhJ5HM5iaMF%2Fimage.png?alt=media&#x26;token=10579ddb-b172-4e63-a61b-e52cd03c005f" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
Timeflow prevents adding itself or circular references to display lists.
{% endhint %}

### Editing 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.&#x20;

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FdQzQVvj67iRxw6bxmjUV%2Fimage.png?alt=media&#x26;token=a70360fc-06a8-44e6-ad7a-7ad79ba26550" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
Game objects must be in the same scene and require a Timeflow Object component.
{% endhint %}

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).&#x20;

### Copy / Paste

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.
