I wonder if this is the best way of teaching timeline

My goodness I found this lesson difficult. There are a number of reasons for this, one being that I find visualising and manipulating objects in 3D quite difficult, and I must admit I find the programming parts of the course much easier than the design/manipulation aspects. Additionally flying through a scene using the WASD keys in the way that Rick does so dexterously in the lectures I also find hard. Finally, I felt that timeline itself is quite hard to get to grips with. Compared to much of Unity it feels a but unfinished and the controls quite difficult to use and understand. The result of all this, for me at least, is that this section of the course feels like a jump from learning basic algebra to suddenly doing advanced calculus, I might be exaggerating a little here but you get my drift I hope. I tried looking at other instructional videos for timeline but they seem to restrict themselves to simple movements of an object or at most one or two combined. Whereas we jump into creating an extended sequence of connected movements with simultaneous translations and rotations in 3D space.

I feel that the topic needs a section (course?) to itself starting from simple animations, exploring how the components of the timeline system work, both individually and together. So that we can build a familiarity with the use of the timeline system before trying to apply it to the 3D complexities of Argon Assault. This is, of course, just a suggestion, but I think that it would be more in keeping with the pace and style of the course.

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At least its not just me absolutely hating timeline. Having no real grasp on what second you should put the key frame when you can’t see the grid makes it all the better. I must say, so far timeline sucks!

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Wish I could help, could you upload a video showing the results of your attempts? Maybe I can identify something and give you a hand

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