OpenAnimationEditor

Introduced

v2.0

Description

Opens the animation editor with the animation view (right-hand side) set to the input view. The animation tree (left-hand side) shows the input object(s) with the input parameters already selected.

Scripting Syntax

OpenAnimationEditor( [AnimationView], [InputObjs] );

Parameters

Parameter Type Description
AnimationView String Which animation view to show in the animation editor (for example "FCurve Editor").

Default Value: None - the Animation Editor itself will determine which animation view to show

Possible Values:

Description:

FCurve Editor FCurve Editor
Standalone DopeSheet Standalone DopeSheet
Expression Editor Expression Editor
Scripted Operator Editor Scripted Operator Editor
InputObjs String List of animatable parameters (for example "cone*/.kine.local.pos").

Default Value: Currently marked parameters

Examples

1. VBScript Example

'

'	This example demonstrates how to open the default animation view with 

'	the OpenAnimationEditor command.

'

NewScene , false

' Create an object and set a key on it

set oAnimObj = CreatePrim( "Cone", "MeshSurface" )

Translate oAnimObj, -7.92963227268228, 5.31226706028277, -0.531226706028277, _ 

		siRelative, siView, siObj, siXYZ

SaveKey oAnimObj & "/.kine.local.pos", 1

' Open the Animation Editor with the default animation view (in this case, the FCurve Editor)

OpenAnimationEditor

2. JScript Example

/*

	This example demonstrates how to open the Standalone DopeSheet with the 

	OpenAnimationEditor command and automatically select the position fcurves.

*/

NewScene( null, false );

// Create an object and set a key on it

var oAnimObj = CreatePrim( "Cone", "MeshSurface" );

Translate( oAnimObj, -7.92963227268228, 5.31226706028277, -0.531226706028277,  

		siRelative, siView, siObj, siXYZ );

SaveKey( oAnimObj + "/.kine.local.pos", 1 );

// Open the Animation Editor with the Dopesheet as the animation view and 

// automatically select the position fcurves

OpenAnimationEditor( "Standalone DopeSheet", oAnimObj + "/.kine.local.pos" );

See Also

OpenView