# Lucianos papercuts
A list of papercuts reported by Luciano, listed here for visibility.
## Anim Filtering related
### Channel order is unpredictable
blender organizes channels based on what was keyed first, so keying scale location and rotation will put the channels in that order. This needs consistency, so it should always be: Location, Quat rot, Euler rot, Scale, Custom props (in the order of adition from the poroerties panel)
### there are always extra steps before being able to touch anything.
One of my biggest pet peeves is whenever I open a scene and select a control I need to uncollapse the channels, the action to finally uncollapse the channels corresponding to the selected object, I think they should always be uncollapsed by default, if youre getting into the graph editor chances are youre already just selecting a couple of objects to work on otherwise its not possible to work on it anyways.
### Pinning should be on a per channel basis
not on a per control basis, its useless to pin an entire control with all its curves, but pinning a chanel is very handy, as you often want to compare one curve to an other of an other object and what not to copy timing etc
## Selection related
### Selecting multiple keys wont make any of them active
This makes cumbersome whenever you're trying to do something in the N panel as you have to add an extra click so somethign becomes active so you can use the panel at all.
### Key and Handle selection
* If i select a key, their beziers must get selected.
* If i unselect a bezier the key should be un selected and only the remaining bezier remain selected, currently if i select a key and unselect one of its beziers the the key and the other one remains selected if i perform an operation it performs iit in both the key and the bezier, not horrible when one key is selected, but awful when multiple ones are since now not only i had to deselect one of the beziers of each key now i need to deselect all the keys to be able to perform the operation
### The select / show workflow should be streamlined
we've discussed this many times, and never made any move on it but it just should be default, it adds so many clicks and hotkeys to select a channel hide the other ones etc.
### Single click to make key active
If i have a group of keys selected and none of them is active currently to make one active i have to click one which will unselect it and then click it again tho make it active.
It should respect the same rules as te viewport at the very least where if you shift click a key that's already selected it should make it active. You always have ctrl click to unselect it
## Hotkeys
### Sliders
hotkeys for slider/breakdown etc in the animation editors vs viewport should be consistent (now its different hotkeys and behaviour).
### flatten keys should be part of the V menu.
no more info
### Select mirrored
the hotkey to select mirrored control should not be so far away from the hand, right now is like ctrl shif M.
## Keying
### Key deletion
"I" inserts key, but alt I deletes the key meaning if i try to set a key only in the locations of multiple objects i cant because instead of using ALt to do this for multiple objects alt will delete the key... finding an alternative to this would beimportant.
### Only insert single on hover
hovering over values and pressing i to set a key is awesome, it should do it independently always so xyz locations same with deleting keys while hovering should always grab the attribute youre over never the 3 of them at the same time.
### In animation editors
similar to what we did in the vieport, I in the animation editors shoul djust key and key shoud show the menu that expands where to key
## Misc
### Keys and their beziers are inconsistent
Dev Note: Should be fixed in main https://projects.blender.org/blender/blender/pulls/149069
### the pivot menu is missing "from active"
so you can do operations like scaling from the active key
### Playhead has the same color as the Z axis
the 2D cursor / playhead being the exact same color as the Z blue makes it hard to read often, what about making it a different color or value , maybe one of those that just invert the color underneath it
### Pose Mirror
pose mirroring should have keep offset on by default (if they're the same they stay the same, if they're different they stay different, contrary to popping to exact mirror).
### Only Show selected FCurves
show only selected curve keys should be moved to the animation preferences also.
### Breakdown tools for objects
adding breakdown tools also objectmode would be pretty great otherwise you're always making people make rigs just to use animation tools/// ?
### Colors for controllers
Creating some more sensible preset colors for controls (matching like the ones we have for collections).
### Keyframes style
Similarly doing the same for keyframe type, not changing the size of the keyframe type but allowing clearly different colors without preset names just call them red blue green etc let the user decide what they represent (maybe you can change in the scene or preferences what each color is called ?)
### Drivers
make keys generated for drivers always default to linear, its very rare thet you'd need any sort of easing or even constant in drivers.
### Shapekeys and drivers
when an attribute like a shapekey has a driver, its really hard to check what the SK does, without breakign the driver, beung able to slide the attribute and see the result in the viewport and let it just reset back to its intended value would be pretty dan useful
## Not feasible
### Make selection order matter
organizing the display of controls on the graph editor based on the order of selection is a must so the animator can chose how to display the animation conveniently.