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Timeline

Plugins + Scripts Timeline

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Something ain't right with keyframing float parameters. When applied at certain point in time, they will apply to all of the points. Not all all of the morthps tho, but recently, few more morphs started behaving like this.

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why is timeline not synchronizing the animation when using randomize, they both have the same segment/layer/animation name. once the randomize triggers on the girl the other atom doesnt follow it just stays in the same animation
 
I found an incompatibility between timeline and Stoppers “Clothing plugin manager”. If you load a piece of clothing with the “static clothing” plugin it will completely remove the ability to use “overwrite pose” from timeline and everything in the pose section for The entire time you have vam open. You can remove the plugin from the clothing/scene, switch scenes, etc. It will not function again till you relaunch vam
 
I found an incompatibility between timeline and Stoppers “Clothing plugin manager”. If you load a piece of clothing with the “static clothing” plugin it will completely remove the ability to use “overwrite pose” from timeline and everything in the pose section for The entire time you have vam open. You can remove the plugin from the clothing/scene, switch scenes, etc. It will not function again till you relaunch vam
Huh? this happened to me to for few times but without the use of clothing plugin. This problem is really frustrating since once it occurs then even removing and adding back the timeline plugin doesn't fix it.
 
The hat in question had the “Clothing plugin manager” plugin and the “static clothing” built in. Could be just the hat but I doubt it. It’s the only piece of clothing I’ve ever used with that plugin
 
Is there any advantage/disadvantage or difference between using this from the SCENE plugins? As opposed to using it through a person/atom plugin?

- I just sent it and started animating. So far it just seems like preference where you want to navigate to each time you click back out of the plugin (surely theres a plugin to help swapping between windows)
Thought maybe it would slow down having more plugins on a person/atom, especially with all that data? Seems to be running swell through the SCENE plugin manager

- Upon Lamp's advice.. If you are doing multiple animated atoms, it would probably be best to keep each atom's animation on it's own plugin. Thankfully it's easy enough to save your keyframes and load them onto another plugin instance :D
 
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Is there a way using a trigger to make a Timeline animation change to looping on one animation, instead of playing the next one in a sequence?
 
Is there any advantage/disadvantage or difference to using this from the SCENE plugins? As opposed to using it through a person/atom plugin?

- I just sent it and started animating. So far it just seems like preference where you want to navigate to each time you click back out of the plugin (surely theres a plugin to help swapping between windows)
Thought maybe it would slow down having more plugins on a person/atom, especially with all that data? Seems to be running swell through the SCENE plugin manager
I prefer using individual person plugin, you can quickly access the plugin window by pressing N on the keyboard to switch between the person atoms.
This reduces the amount of keyframes, morphs, triggers, etc in one plugin window. Depends on what you're doing though.
 
Is there a way using a trigger to make a Timeline animation change to looping on one animation, instead of playing the next one in a sequence?
The target method you're probably after is "Pause sequencing". This can be triggered from another atom or from the scene animation itself. For the video here (linked below), I gave the cube two animations: sliding on one, rotating on the other, both set to loop, and each with the opposite animation next in sequence. Pausing sequencing with "true" holds the loop on one animation, while sending "false" allows it to cycle onward to subsequent animations.

 
The target method you're probably after is "Pause sequencing". This can be triggered from another atom or from the scene animation itself. For the video here (linked below), I gave the cube two animations: sliding on one, rotating on the other, both set to loop, and each with the opposite animation next in sequence. Pausing sequencing with "true" holds the loop on one animation, while sending "false" allows it to cycle onward to subsequent animations.

Interesting. I'll have a look at that.
 
I'm seeing a behavior where the moment an atom with Timeline on it loads, it immediately starts playing its animation (and those of other atoms as well). I don't have any one atom set to auto-play on load, so this is unusual. Is there something else that causes this, that I can change to make sure all Timeline-enabled atoms stay paused on load?

Edit: I was mistaken; there was a light with Timeline on it that was playing automatically on load, and triggering all the others. Still though, that just shifts my question slightly: is it possible to have one Timeline atom playing while others are stopped? It seems like playing just one causes all of them to go simultaneously on whatever animation they had queued up. I could imagine creating "animations" that are just still frames and loop, to hold them on that while others run, but is it possible to have them run asynchronously, like having a background light that strobes on a pattern, or a looping object movement, while the main person atom isn't playing?
 
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I think the way it works is, if all the animations have the same names across the atoms, then when one plays, they all play. If they all have different names, then you have to manage which one plays when. You could also have one name for the anim on a light, and all the people atoms use the same set of names. Might be easier to manage that way.
 
I think the way it works is, if all the animations have the same names across the atoms, then when one plays, they all play. If they all have different names, then you have to manage which one plays when. You could also have one name for the anim on a light, and all the people atoms use the same set of names. Might be easier to manage that way.
I found out the setting I was actually after is "Sync with other atoms", in the "More" tab, under "Options". Once that's turned off, individual atom timelines can be run on their own or left to loop, allowing for ambient effects. It was causing some issues with a scene I'm building because I wanted to have some animated props and environmental effects (lighting and simulated weather) that need to continue animating even if one of the person atoms stops an animation or changes patterns.

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Hi! I have a problem using triggers to change Segments/Animations in Timeline.

I have two Segments (S1 and S2) each with multiple Animations.
I can change the animations in S1 via a button calling the trigger "Next Animation".

If i change to S2 via the "Play Segment S2" trigger i cannot switch Animations in S2
When changing back to S1 it works again for S1

If i switch between the Segments in the Timeline Window the "Next Animation" Trigger works for both sequences.
I attached a Videoclip for better understanding.
 

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