37 Matching Annotations
  1. Aug 2025
    1. The Trim tool () modifies the number of frames within the clip.

      Might be worth calling out that you can only add frames to a clip if you've got frames to spare in the sequence. Hopefully fairly self-explanatory from the tool's frame guides though.

    2. Missing the slip tool here. E.g.

      Use the Slip tool (icon) to modify the starting frame of a sequence. A clip can only be slipped if it has been trimmed to less than its maximum frame count.

  2. Mar 2025
  3. learn.foundry.com learn.foundry.com
    1. multiple file formats

      We support .bmp, .jpg, .png, .tiff and .hdr, but the performance won't be amazing. We also won't support the full specifications of these formats.

      B44 EXRs should be the go-to format and can be exported from Nuke. (Not also B44 != B44A, and we don't support B44A.)

    1. The Log Panel provides live status information for the project. This log panel is also visible in the Live tab for easy access to updates and debugging.

      I don't know if you want to document this sort of thing here, but by default you'll only get "info" level logging and above. If you want debug logging users would need to set

      FISSION_LOGGER_LEVEL=debug

      in their environment variables. They can also set this to info, warn, error to only show messages at or above that level.

      They can also turn the timestamps off with

      FISSION_LOGGER_NO_TIMESTAMPS=1

    1. • Enable Tiny Prim Culling. • Step size when raymarching volume. • Step size when raymarching volume for lighting computation. • Maximum memory for a volume field texture in Mb (unless overridden by field prim). • Maximum number of lights.

      These come from the HdStorm renderer plugin. We don't control them and don't have any particular evidence that they work as advertised.

    1. You can adjust the options listed below. You can also restore all default settings by clicking the button Restore defaults.

      We've added quite a few more settings here, especially under "Panels > Node graph > Appearance". Given we have all these defined in a consistent way in code, I wonder if there's any way we can auto-generate this page to make your life easier?

    1. Toggle between enabled/disabled

      The Network panel has had a bit of a makeover. There are a lot more columns now to show various system diagnostics, such as memory and CPU usage. The previous networking columns are still there.

      Enabled state is in its own column, with a checkmark/crossmark that you can click to toggle.

      The name/address can be edited by double-clicking the entry in that column. Or click it and press F2 to edit.

    1. cue

      There are several jump types: * Frametime - jump to a specific frametime. * Named cue - jump to some other cue. * Previous cue - jump to the previous cue, if there is one. * Next cue - jump to the next cue, if there is one.

    1. selected

      Mentioning selection here is maybe a little misleading, since the interpolation applies to the keyframes either side of the playhead. I'd probably say something like "between the keyframe before and after the current frametime" here.

    1. When multiple keyframes are added to a property, a colored bar will appear within the sequencer between keyframes.

      The vertical bar indicates that the keyframed property is vector-valued, rather than a scalar value. So you'll get it linking x,y,z components of a Vec3f for example, but wouldn't see it for floats. You won't see it for multiple keyframes at different relative frametimes.

      This is a short-term solution for not being able to key the x,y,z individually. I'm hoping I'll get to add this before the v1 release, but assume not and I'll let you know if I get time.

    1. Choose to display the Tool bar of icons in the list of tracks.

      This is also accessible from the button at the top-right of the sequencer frame (looks like three columns).

    2. sequencer timeliner

      The area at the top of the sequencer is called the cuesheet in code, since that's where cues go. I call it this to differentiate from the timeline that's in the background of the whole sequencer frame.

    3. Adds an empty new Property track to the tree-view list when clicked. Can also be done with the keyboard shortcut Shift+N.

      Might be worth a tip section here to advise users against creating property tracks this way. It's quite awkward to setup what is being animated this way. They're better of middle-mouse dragging the thing they want to animate from the Properties panel.

    4. Slip (E)

      There's a "retime" tool now after the "slip" tool, with hotkey "R". Just realised the tooltip in the SM is the same as the trim tool, which isn't right. Will fix that. It should be something like:

      Click and drag on the start or end of a clip to adjust its playback speed. The number of frames used from the sequence will remain constant, but the frametime the clip covers will change. A clip must be at least one frame long, and cannot overlap adjacent clips.

    5. Changes made to Read nodes in the Sequencer are ignored by the project. To edit Read nodes, do so directly in the node’s Properties in the Node Graph.

      This isn't true any more as the clip-based workflow has been merged.

    6. To view these tracks, open the node tree-view list on the left of the sequencer by clicking the Show tree view icon

      Just to clarify, the treeview should be expanded by default, and should return to being expanded after reopening the SM.