do you mean when you add the person controller as a target?
And I want to know: Where is the animation data (Not timeline plugin resource code) of this plug-in stored? Is it in this json file?
do you mean when you add the person controller as a target?
do you mean when you add the person controller as a target?
I really hope that I will have the opportunity to create VAM works with you in the future, but unfortunately, I don’t know much about anything. Learning Zbrush and substance 3d painter has wasted a lot of my time, and I still don’t know how to use these two software, and I have to go to work. well. I don’t even know how to improve my patreon interface. I have too many things and difficulties.do you mean when you add the person controller as a target?
I'm sorry I don't have any tutorials about making materials. The only thing I know how to make is regular diffuse & normal maps with photoshop.In the Person atom panel, there is no column for collision trigger, but all other types of atoms have this column. In fact, VaM should add this column to Person atom.
Then there is another question: Through your tutorial video, I know the knowledge of adding collision triggers in this timeline plugin. At a certain frame, the trigger is triggered and a certain action is executed. But now there is still a problem: the geometric deformation of the characters. For example: at a certain frame, the characters begin to change their expressions and mouth shapes.
This can be done, but I don't know how to do it. Give you a screenshot:
View attachment 297648
I know how to add controls and triggers. But don't know how to add geometry....
Also, the topology of all character models in vam are wrong, which causes the physical effects of breasts collision to be wrong.
Also, I'm making a mapped material now and it's so hard for me, I can't even get the UV map right. I don't want waste my time. I'm busy. Do you have toturials about making materials? Dude?
Yeah the recent update for Timeline does that to reduce the amount of lines the json has to store for animation data. Previously, people who did mocap were really limited with how long their mocaps could be because of the upper limit for json lengthHere is the scene json file.
And I find something: The temporary data of the plug-in is all stored in the scene json file. How pathetic. No wonder the scenes load so slowly.
And get to line 5830 and line 9605.
View attachment 297656
En.... And look at the 9609: "value" : {.....}. These are hexadecimal numbers. But their significance requires some thought. Oh, there is another long paragraph to say.
Keyframe animation is hard to master as far as timing goes but without Timeline vam would be quite dull!?I really hope that I will have the opportunity to create VAM works with you in the future, but unfortunately, I don’t know much about anything. Learning Zbrush and substance 3d painter has wasted a lot of my time, and I still don’t know how to use these two software, and I have to go to work. well. I don’t even know how to improve my patreon interface. I have too many things and difficulties.
The timeline plug-in of acid bubbles has many problems. Its animation is realized through the movement and rotation of nodes, which is inefficient. The animation does not reflect the physical effect of acceleration and is very unnatural. It would be great if someone could make a skeletal animation Vam plug-in.The acid bubbles timeline plug-in is only suitable for Custom Unity Atom, not Person Atom. Even though he worked hard for it.
Set the node of the part to comply, and then physically link the nodes of the part to the part.Keyframe animation is hard to master as far as timing goes but without Timeline vam would be quite dull!?
Here is the scene json file.
And I find something: The temporary data of the plug-in is all stored in the scene json file. How pathetic. No wonder the scenes load so slowly.
And get to line 5830 and line 9605.
View attachment 297656
En.... And look at the 9609: "value" : {.....}. These are hexadecimal numbers. But their significance requires some thought. Oh, there is another long paragraph to say.
Thank you. And I'm going to sleep now. And how did you draw the red frame in your picture? ...By the way, you can use the legacy option for more readable json files that doesn't convert to hex by going into the options panel in timeline and changing the serialization mode seen here
View attachment 297927
You're welcomeThank you. And I'm going to sleep now. And how did you draw the red frame in your picture? ...
Is there any other way I can contact you? I'm learning modeling and coding. And you see. I'm a programmer. And I Encountered a new problem:You're welcome
I use ZoomIt to draw on screen:
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ZoomIt - Sysinternals
Presentation utility for zooming and drawing on the screen.learn.microsoft.com
If you're asking what I think you're asking, there's a pose tab in the Timeline UI that you need to navigate to, then select the "Use Current Pose" (number 1 in the screenshot) button. If you're wanting the pose to snap whenever the animation is selected, you'll need to also check the box that says "Apply pose on transition" (number 2 in the screenshot). That will save that person's pose in timeline. You need to do that for both person atoms. Once done, when you navigate to that animation the pose will change for both atoms, regardless of which instance of timeline you change it in.how can you save a set position or pose and get back to it with a click of a button just like in your 5th video, you didnt show the process of that
I'm not sure what you mean by hacking. Expressions are added just like any other target. Plugins have to ascribe to the stack order just like anything else. There's a perfectly good reason that expressions need to be favorited before showing up in the plugin. If Timeline had to load every single morph available on your install, that page would take several seconds to load every time you went to it. Considering it's used fairly frequently, that would be an enormous time sink for almost zero benefit.Way too hard, not your fault but you are just hacking this shit, you have to do some weird trick even to add the expression to the animation, its just not ready for human beings.
Yes you absolutely canHello! I know this thread is from a while ago, but I was wondering something for quite some time and didn't get any answers yet.
There's an existing timeline animation that im quite fond of, but the whole thing last for about 2-3minutes. There's no multiple animations that are played one after another, it's all in the same animation. I would like to only take a small part of it ≈10 seconds in the middle of the animation.
Is it possible? To like either trim the animation or to extract a small part of it?
Thanks!
For this you would need to convert animation to new segment, but make sure that the "create in other atoms" box is not checked. then repeat the process for each other person atom in the sceneGreat guide,helped me alot.I have a question.So I created bunch of animations in one segment,forgot to create new ones.How do I move this animations into new segments? I tried option "convert anim to segment",but the problem is that it converts animation only for one charater and erases for all others.
If I understand your question correctly, yes you can do that but it can cause issues sometimes. Sometimes it's best to just move the person atom and recapture the pose with the new location, but if you need them to be able to be moved freely, you'll need to go to every animation that has a set pose, uncheck Pose: Include Root and then Overwrite poseHow is it possible to unfreeze the position X,Y,Z lock during some timeline animations? Some are locked and it´s not possible to move characters, because they will be auto moved to their default position when the animation is playing.
Yes you can change any of the controller's physics settings directly from timeline. You just need to add them into the dope sheet (see second video)Thanks for these awesome tutorials!! You’re a hero. I sighed with relief when you didn’t start them with moving a hand back and forth
I’ve got a few questions: Is there any way to change spring strength for joints through timeline (for example custom erection through controlling joint physics)? And is there any way to ”link” body parts through parts of animations (example make hand grab nipple without animating the nipple controller)? Thx in advance.