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A forum post by TheBeardyMan

What I tend to do to control timelines is wire into the bottom of the playhead from the outside. For example, if I have 50 columns, I have a counter (or calc I guess) which gives me the fraction (column number to go to) / (total column count). If I set (colnum to go to) = 3, it'll go to the third column. If I extend the timeline later on to have 56 columns, I can just adjust (total column count) in the counter, and the maths will work out exactly the same.

Good idea. The two extra gadgets, a Value Slider and a Signal Manipulator - or even one extra gadget, a Calculator, if I only add new states at the end - won't be a problem for what I'm trying to do.

One of the reasons why I thought Mm might be able to make this change is that automatically fixing up Keyframes when you make a change to what they affect is already a thing for scene space transforms - when you move an animated object, the Keyframes are fixed up to be relative to its new position.

And like my suggestion for fixing up animation of the playhead, there would have been a cheap workaround if the Keyframe fix up feature didn't exist - just put it in a group.

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