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Thanks man, I appreciate you taking the time to listen and respond to feedback. I think we can all agree we don't want a "No Mans Sky" scenario with the application.
I mentioned in my comment that the timeline is oddly structured. I hope that this layout can be edited in the future. The design pattern for animation / production timelines is top and bottom split, not vertical left and right split. I don't think re-inventing the UX on timelines is a wise choice. I can kinda see how this decision was made if all you cared about was mobile phones(the editor should work for all resolutions). My suggestion is to allow floating windows and/or an option to adjust layout.
The other thing I wanted to ask about was components. Right now they don't seem useful. Is the state update going to address overrides? And I cant say that I'm a huge fan of how the components don't update when editing the source component. Right now you have to manually tell components to update. Possible solutions would be to add UI to the edit component state to say "apply to all instances" instead of hiding that ui behind a button that is only accessible on the instance view. (edit) I do see now how overrides work, I guess what i want is more convenience UI like the competitor, like overriding text from within the inspector and not direct manipulation.
wishlist: pre-comps This might be what you are eluding to with "more advanced prototyping"or "containers" but being able to create an animated component would be a killer feature that would set aside studio from all the rest imo.
Good feedback here Parker!
The split vertical vs horizontal panel discussion is a good one. Vertical (like it is today) prioritizes more room for layers (anticipating having more layers stacked vertically in panel) and collapses on the time-based side of things (assuming interactions will typically be much shorter vs their video counterparts which prioritize based on length of clip vs amount of layers present). This was why this decision was made, however if you find yourself scripting longer animations where time-based component becomes a bigger focus I can see where ability to switch or toggle this behavior would be super helpful... nice insight!
Components are one area of intense focus as well right now. Overrides in some ways are so 'right there' that they can be easy to miss when you come to a more UI-driven approach to them. Really dig the 'apply to all instances' feedback, thats a nice timesaver. We've played with a few iterations of this here to link instances and such. Looking for the best balance of being immediately intuitive while having long-term power for users who are digging in deep over time.
Pre-comps you say? I haven't heard it referred to in this way but I like where your head is at. And without letting the cat out of the bag yet, you're VERY much thinking in the right direction. We have to nail down super tight some of these core preceding items, but once thats done we're going very deep with nested stuff like this (especially with timeline metadata as part of it)... it gets crazy helpful at that point and the stacking use cases are really fun. More to come here, have been playing with some internal experiments on that already that we can share more on soon.
This comment was super helpful- thx for the actionable feedback my friend- looping into the team now!
thanks for replying and passing along my feedback! P.S. the "pre-comp" term comes from After Effects its how you can create nested animations.
Thanks for your thoughts!
The reason we went with timeline on the left is we didn't want to duplicate the layers list just in a tiny window along the bottom of the screen, we also feel like this is a better workflow for when you many layers animating. Another consideration was that the width of the timeline only needs to accommodate for 2-3ish seconds, unlike something like AE where you'd be working with a very long timeline and multiple keyframes. All that being said, our assumptions could be wrong, and we might adjust the layout as we go. Agreed it's not the best for desktop designs, we need some way of resizing it at least.
I'm curious what's going on with components for you? Right now we allow: - Double clicking into a component instance to directly override the component - Editing Master and having those changes propagate back to component instances (while retaining any overrides) - Resetting size and overrides
Another area of improvement we're looking at for components is to automatically set the layout inside them once they're created. Right now if you wanted to make a resizable button for example, you need to set the background layer to 100% width and height, and pin your text center middle. Then when you resize the component instance everything repositions / resizes accordingly. Additionally—to your wishlist point—once we introduce component states, and state-to-state interactions, they'll become even better (I personally can't wait for this one).
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