After thinking about it for a couple days, Construct Animate just feels awkward for me and a bit backward in someways. A lot of what I'm looking for is already there, but in weird places and with so many extra steps. If you could cut out a lot of the extra steps, it'll be more fun to use.
What I really want to do is be able to drag an image into a scene, and the image automatically shows up in the timeline. Please don't make me add it to the timeline. It's an unnecessary step.
It would be nice if it already had a keyframe set from in the beginning without any attributes. Some software indicate this with a hollow keyframe. Then I can drag that first keyframe anywhere in the timeline and that is where the image is first visible in the animation. For example, I drag the first keyframe to frame 3 and the image is invisible automatically for the first two frames of animation.
And if the animation is 2 seconds long, I just go to the end of that 2 second timeline, add a keyframe to the image at the end and then I can drag that end keyframe to wherever I want and that's where the image will disappear in the animation.
And that would make Construct Animate already so much easier to get started with than 90% of animation software out there. If all you had to do was drag an image onto the stage, click on a frame in the timeline, add a keyframe, then drag the image on the stage, then in just 4 easy steps, you just created a simple movement animation in about 2-3 seconds. That would give new users a lot of confidence to continue using and learning the software.
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A few other things just off the top of my head. These are all just my opinions and suggestions, and are in no way demands. Just things I'd like to see or changed.
-Maybe consider changing the terminology to words animators use. Changing Viewport to Camera, Layout to Scene, and Sprite to Image would be nice.
- Editing mode should always be on. If you are using the animation app, you are there to edit. Makes sense from a C3 user perspective to turn that off, but not if you are only using it to animate.
- Right click on any frame between 2 keyframes to add easing (Ease in, Ease out, or both)
- Hold Shift and click to add keyframes to the selection so you can edit more than 1 keyframe at a time.
- Path mode should always be in Cubic Bezier. Left click on the node in the scene and the path handles appear. If you want to make it super easy, allow users to drag the path to curve it. A lot of newer animation software allows that.
- You shouldn't need to create an event to preview or export an animation. It makes since from a C3 perspective that you don't want the animation to play until you call of it, but not from a perspective of an animator who is just there to animate it.
- A Record Mode that automatically creates a keyframe on the timeline with the attributes of any changes you make to the image in the scene.
- Use arrow keys on the keyboard to go back and forth 1 frame on the timeline. Makes it easier to flip through an animation.
- All the keyframes on the timeline should look the same. Right now there is a circle for the sprite and squares for the attributes (X,Y,Angle). A diamond shape is a common symbol to use for keyframes. So instead of a circle with a plus in it (which is confusing because there is another plus button nearby) just have a diamond button to add keyframe. If you see a diamond in the toolbar, you know it's to add a keyframe.
- Indicate which keyframes have attributes and which don't by using hollow (without) and solid (with).
- Transparent background will be expected to be in the export options when exporting a PNG sequence. That's where it is in many animation and graphic design apps.
- On export it would be less confusing if the link to download the project had an actual download button in the bottom right corner of the screen and the OK button was changed to a Close button. Because I always think OK means, "OK, I'm ready to download it now." But the window closes and nothing is download.
- It would be nice to be able to animate the Viewport in the timeline. Animators will expect to be able to move the camera around in a scene. I think you can already do that with the Scroll To Behavior, and maybe events, but it would be easier to do in a timeline. It would be nice if the Viewport/Camera was already in the timeline and locked. And if you ever wanted to animate it, all you had to do is unlock it and add keyframes for movement.