我知道你说什么了。分组信息没法继承到新建片段里是吗,变形只全部堆在一起好的 谢谢,这太好了,这样方便在做的时候 人物手放到奶子上后,播放动画线 然后手就可以不停的抚摸了 这很方便 ,加了手动开关也方便了不同情况下的需求,太好了。还有一点,就是我们把时间线里的各种控制分类好后,比如 表情 部位 手指 都按不同标签分类好后,在新建下一个片段的时候 如果保留它们再选新建新片段 那些我们分类好的栏 它们又跑到一起了 比如 几何项目那里 呃.....表达不是很专业 不知道你能否看懂 哈哈哈
我知道你说什么了。分组信息没法继承到新建片段里是吗,变形只全部堆在一起好的 谢谢,这太好了,这样方便在做的时候 人物手放到奶子上后,播放动画线 然后手就可以不停的抚摸了 这很方便 ,加了手动开关也方便了不同情况下的需求,太好了。还有一点,就是我们把时间线里的各种控制分类好后,比如 表情 部位 手指 都按不同标签分类好后,在新建下一个片段的时候 如果保留它们再选新建新片段 那些我们分类好的栏 它们又跑到一起了 比如 几何项目那里 呃.....表达不是很专业 不知道你能否看懂 哈哈哈
我检查了一下,时间线里面新建片段没有继承当前动画控制项的设置啊。你说的保留是什么地方设置的好的 谢谢,这太好了,这样方便在做的时候 人物手放到奶子上后,播放动画线 然后手就可以不停的抚摸了 这很方便 ,加了手动开关也方便了不同情况下的需求,太好了。还有一点,就是我们把时间线里的各种控制分类好后,比如 表情 部位 手指 都按不同标签分类好后,在新建下一个片段的时候 如果保留它们再选新建新片段 那些我们分类好的栏 它们又跑到一起了 比如 几何项目那里 呃.....表达不是很专业 不知道你能否看懂 哈哈哈
I'm aware of this issue, and I've already fixed it. It will be released in the next version once I prepare the documentation.Can confirm the issue of not being able to set plugin storables as targets etc.. looks like it always defaults to person geometry and you can't actually add other targets.
- Added base point baking, placed within the reference baking interface.
- Fixed the time scaling feature.
- Fixed the issue where various storage targets could not be added.
- Fixed the issue where mirror baking was interfered with by existing motion.
- Fixed the issue where flip baking did not include the head when the upper body was selected.
- Optimized the loading logic for reference baking.
- Added a semi-recording mode...
Haha, I've always wanted a tool for making modular animations too – so we're on the same page there. To be honest, I didn't think anyone would actually speak up about the Action Sequencer. It wasn't until after I finished writing the tutorial that I realized I don't really have a gift for writing tutorials, which made it way too wordy and complicated.The clip sequencer could revolutionize any animation work, wowI have wished for that since i started with animations, tried to mimick it with several plugins, layers or multiple instances of timeline, used the wonderful screen tools/pose factory, but completely modular, relative and reusable animations - what a dream! I am so glad you continued your work
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I think you just have done so many cool features, that it is difficult to recognize them all at firstHaha, I've always wanted a tool for making modular animations too – so we're on the same page there. To be honest, I didn't think anyone would actually speak up about the Action Sequencer. It wasn't until after I finished writing the tutorial that I realized I don't really have a gift for writing tutorials, which made it way too wordy and complicated.
Thank you for your recognition and support!I think you just have done so many cool features, that it is difficult to recognize them all at firstYour new hub page change with videos and descriptions for the clip sequencer is great, because of that i was able to grasp the potential of the already existing motion clip feature. Also all the curve manipulation features are very great and makes lot of keyframe work easier. Still lots of things to discover
Thank you so much for your work! I think with time most animators will love your new features.
Honestly, Noise Bake was one of the first features I ever created, and once I added more tools, I pretty much forgot about it. I was actually planning to prune some of the underused features in the next few versions, and Noise Bake was on that list. That’s why you never see it mentioned in my update notes. Your feedback caught me off guard, and I have to admit I’ve barely touched it since the day I created it. Your ideas are genuinely valuable, and I’m taking them seriously.I've been playing a bit with Noise baking feature and I have a request: maybe make it possible to fine tune movement to be even slower than the slowest setting? And also allow optional rotation noise baking (with selectable axes). My use case was to bake in noise to WindowCamera, so when I record a video, then the random camera movement would loop perfectly. It works nicely with position, but if I wanted bake in rotation, I would be stuck. Same would be useful for body parts maybe, like slight head/hand rotations etc. I mean, presets are nice, like hip sway/head bob, but I think it would be nice to have customizable baking of any number of controllers and parameters, which could achieve anything that the presets are doing.
So to give an example of what I have in mind:
- select Person control/atom
- select range of baking (we have this)
- select movement/rotation
then for each one select axes, so e.g:
- movement X/Y/Z; rotation X/Z (if you selected both)
- select speed for both
- select min/max range, maybe even with randomness (something that's in Morph Sequencer plugin, e.g. minimum value 0.1-0.3, maximum 0.5-0.7), or constant (so I guess for moving atoms value would be Unity coordinates? Then movement of 1 would be huge, but maybe with added decimals wouldn't be too bad)
I guess negative values would simply go on the opposite side, so if you want to move hand perfectly left and right from the initial point by the same amount, you simply to min -1, max 1 - different values would allow for more movement in certain direction, if you wanted
- OR, specifically for atom/body part movement... how about reference frames? Let's say first frame is our initial point, second frame is minimum point, and third frame is maximum point. So it would work as if you'd make a simple animation with only minimum/maximum point frames, and baking would swing between those 2 keyframes with the first frame (initial one, not the reference one) serving as anchor. It could allow to make custom curved movements etc. And randomness of values still could be easily made, if those reference frames are 0-1, then make it so they interpolate between those range values you set earlier (so that example of 0.1-0.3, 0.5-0.7)
I haven't tried, so I am not 100% sure now, but if you could bake randomness of morphs, it would be nice. Something like, select speed and range of morph values and bake it like noise.
I'm half expecting it to be not feasible, but just saying.. how about another crazy idea:
Bake sequence recorder
Let's say for a given controller that has keyframe on 0s and in the middle (so 1 in default animation), I am doing sequence of bakes. So first let's say motion speed on 0-1 with specific settings, then few times value bake on specific segments, then slight noise bake on everything. If you could save that sequence and apply it, you could then easily make for example highly polished thrusting loop just from 2 simple keyframes, with 1 click. That would be insane. (It's different from clips, right? Because clips would save entire movement, and you can't simply apply it to any custom keyframes?) If there's no strict requirement that animation needs keyframes at exact times, then you could do 10s loop or 60 seconds loop, if both keyframes are in the middle. If not then I guess you can just simply stretch the animation with noirmal Timeline tools. So basically kind of like macro recorder in VIMIf you could combine that with more advanced baking I mentioned in previous idea, it would be ultimate.
I am aware I got waaaaaaaaaay carried away, sorry... but just wanted to share my thoughts anyway, as the plugin is really good and I thought maybe some of this is actually possible. Cheers!
About noise - I think you got what I meant. But I'll try to clarify what I think is not possible now and what would be nice. So, rotation noise and separating axes is not possible. In hardcore variant, speed and value settings per axe would mean ultimate baking. Use case: e. g. for head idle movement you might want it to rotate overall more in Y axis, but slightly less in X axis, and the least in Z axis. So it's all there, but subtle. And on top of that randomize only side to side movement with X axis. Also, as you said - per cycle variation, which is important for idle animation.Honestly, Noise Bake was one of the first features I ever created, and once I added more tools, I pretty much forgot about it. I was actually planning to prune some of the underused features in the next few versions, and Noise Bake was on that list. That’s why you never see it mentioned in my update notes. Your feedback caught me off guard, and I have to admit I’ve barely touched it since the day I created it. Your ideas are genuinely valuable, and I’m taking them seriously.
I’m not sure I fully understand what you have in mind for the noise part, but if I’m reading it right, you want more parameter control for Noise Bake itself, rotation noise with selectable axes, and per-cycle variation so each repetition of a looped motion feels different from the last.
About your bake sequence recorder idea, I really like it. That’s essentially a macro system for baking, like recording a VIM macro and replaying it on any animation. It would turn a multi-step workflow into one click, and I honestly haven’t seen that proposed before. It’s a genuinely smart direction.
Speaking of controlling motion, here’s something you may not know about: we already have two tools for pacing, the Custom Velocity Curve and the Custom Momentum Curve. The velocity curve lets you draw a speed multiplier over time, so you can redistribute the motion across the timeline, slow-mo here, fast-forward there. The momentum curve does the same for amplitude. There’s a video on my release page showing them working on looping animations. I’m not sure if that’s the kind of “speed” you meant, but they might be worth a look before we talk about new baking features.
Honestly, I’m still not 100% sure what exactly you’re after for the noise part. If you could walk me through, in a bit more detail, how the end result would differ from what those curves already do, that would clear things up a lot for me.
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Oh my god!About noise - I think you got what I meant. But I'll try to clarify what I think is not possible now and what would be nice. So, rotation noise and separating axes is not possible. In hardcore variant, speed and value settings per axe would mean ultimate baking. Use case: e. g. for head idle movement you might want it to rotate overall more in Y axis, but slightly less in X axis, and the least in Z axis. So it's all there, but subtle. And on top of that randomize only side to side movement with X axis. Also, as you said - per cycle variation, which is important for idle animation.
It's your plugin and you will decide what you want to have in it, but IMO losing noise would be a huge loss. Well, maybe my use case is niche.. but if anyone is doing animation loops and they want to loop them perfectly, there is basically no plugin that allows it, if you want to have random body movements and preserve the loop. There are great plugins to supplement random movements, like movement helper, miscreated Sub-motion etc, but once you record your clip, then it will very noticeably snap your camera and person etc, when it repeats. In classic timeline I guess you could just hit record on your body parts while random movement plugin is working, and then somehow try to fix the snap.. which is obviously tedious. Also, for camera random shake movement it's even worse - all plugins are affecting OBJECT (not control) of camera, so to record it, you have to create empty atom with shake plugin, then parent actual camera to its object, and then record camera. If you could just one click randomize position+rotation of window camera = boom, one click nice movement. Which brings me to another idea I forgot about:
So, when you're baking such noise movement etc, keyframes are very close, and especially when you are randomizing WindowCamera (with embody on it), it will very visibly jump positions on the loop. To make it more fluid I'm just deleting last 0.5 seconds of keyframes and enabling some smoothing in Embody, which is not ideal. But what if plugin could somehow ease in movement towards the end of the loop? I am not sure how it would be possible. So basically preserve randomized movement, but once animation comes to an end, slightly nudge the bias so that by the time it finishes and loops, it looks smooth. So basically avoid situation where last keyframes of controller are far awayfrom the first frame, which causes a glitchy snap. This is very important if you do a loop, alternative is to not use any randomized movement, or to keyframe it all yourself. That's why I think it would be very useful for your plugin to have it. I realize it's niche a bit - perfect loop. You can just ignore those problems and use camera cuts or fade in/out, so the glitch is not visible I guess. But if it worked with nice loop... you could make very custom idle body movements for various occasions (instead of having one arbitrary one), with Timeline instance that is just running in the background, and then use another one to drive actual animation - but I'm not sure if using same controls would override positions etc, or if it works as a difference of position - sorry, I forgot. Even if not, then you could leave what you don't animate on background instance, and just bake in specific body part in the animation layer.
So, combining all of "how it would differ": more control over separate axes, rotation noise, perfect loop! (with idea mentioned above).
About custom velocity/momentum curves: I'll check it out closer.. but I think I tried those curves and it applies one simple shape over keyframe selection (no no long curves over longer animations)? Or am I confusing that with momentum/velocity baking? If you can just draw a curve over say.. 20 second loop to control speed/amplitude, similar to 14mhz MultiCurveMapper, then it's perfect! Then I guess there's less need to have speed/value randomness in Noise, as you could just draw it yourself (but still, one click good effect is way more convenient than manual tweaking of both curves).
Thanks for being open to suggestions, when I see a good plugin I guess I'll just start yapping.. which I did for Timeline when it was new, or CheesyFX plugins.. been slapping suggestions for Ruvik and I was very happy (and surprised) you added automated target addition for advanced fingers posing - this is golden. Regardless of what you do with it, I'm hyped for new updates! This is great stuff my man.
- Fixed the issue where the stepper did not display previews.
- Fixed errors in physics simulation baking.
- Added a time range parameter to the preset easing curves.
- Reworked some features and operational logic for position/rotation baking. Previously, multiple controllers used their own respective directions as a reference, which made overall character movement very cumbersome. Now, you can select one controller's direction as the parent reference for unified movement...
I see, it works nicely for moving body parts, that takes care of it! Thanks. However sadly it doesn't work for morphs, any chances to implement it? Should be easy to use velocity, momentum curves, right? Was trying to do custom breathing animation repeated and with changing tempo/intensity during 20s clip, but it doesn't seem doable with baking now.Oh my god!You must be using preset curves to say that. You have to check out my sixth video (counting from the top) — manual drawing has existed for a long time, and there's no time limit either
In the newly added lighting expression, there is a curve editing feature that specifically uses the curve editor to add floating-point values for the range and intensity of lighting. This might be quite similar to the approach of the 14Hz plugin you mentioned. However, it is currently dedicated to this specific use. Later on, I have plans to create a general-purpose floating-point curve editor.I see, it works nicely for moving body parts, that takes care of it! Thanks. However sadly it doesn't work for morphs, any chances to implement it? Should be easy to use velocity, momentum curves, right? Was trying to do custom breathing animation repeated and with changing tempo/intensity during 20s clip, but it doesn't seem doable with baking now.
These two hand-drawn momentum and velocity curves are used to modify the existing motion. I'm not quite sure what you mean — are you looking to create a completely new motion or value change from scratch, or are these meant to modify the existing motion?I see, it works nicely for moving body parts, that takes care of it! Thanks. However sadly it doesn't work for morphs, any chances to implement it? Should be easy to use velocity, momentum curves, right? Was trying to do custom breathing animation repeated and with changing tempo/intensity during 20s clip, but it doesn't seem doable with baking now.
You got it in your previous reply! I just simply meant that while those custom curves work nicely for moving body parts, they can't yet be used on float parameters, and my breathing animation was just morphs (plugin says to select at least one controller if you try only with morphs). I am very hyped for that curve editor to craft your own float params curves from scratch, it will be so glorious.The two hand-drawn momentum curves and velocity curves are used to modify existing motions. I don't quite understand what you mean — are you saying they are for creating entirely new motions or value changes from scratch, or for modifying existing motions?
Your thinking is almost catching up with my workflow haha — I really didn't expect anyone to understand it this quickly. Next version I'll make a general-purpose editor first, haha.You got it in your previous reply! I just simply meant that while those custom curves work nicely for moving body parts, they can't yet be used on float parameters, and my breathing animation was just morphs (plugin says to select at least one controller if you try only with morphs). I am very hyped for that curve editor to craft your own float params curves from scratch, it will be so glorious.For floats I was trying to do baking based on existing values (via custom curves), and I think both this and functionality of writing curves from scratch should be available. To give simple use case example: you create custom float value curve of morphs or some slider that is driving forces, or really anything (this is expansion of lighting expression you mentioned).. and then you create thrusting animation, both lasting 2 seconds. Then later to make the loop longer, you copy-paste via clip sequencer to fit your loop length. And then, to make your longer loop more interesting, you use custom velocity/momentum curve on both body parts and morphs, so they remain synced (this is currently existing custom curves, but now working with float params as well). That way you could automatically bake in morphs to have lower values if your thrusting animation has lower range as well.
LightningBunny submitted a new resource:
Timeline: LightningBunnyWorkshop - AcidBubbles.Timeline.Enhanced - Adds box selection, batch operations, undo and redo, and a procedura
Read more about this resource..
Thank you very much for your creation. I have fully switched to using it now, and I didn't want to give any feedback because your work is already excellent. However, some features are really looking forward to your improvement. There are too many controllers to be added to the timeline now, but there is no good grouping function. The problem now is that it is very difficult to find a certain member, especially the controller, which does not support renaming. The grouping function you created actually divides two objects with the same name into two groups, and sometimes it takes more searching to turn them off. Your baking function is very comprehensive and excellent. I don't know if you can optimize these functions, but I'm looking forward to your updates.LightningBunny submitted a new resource:
Timeline: LightningBunnyWorkshop - AcidBubbles.Timeline.Enhanced - Adds box selection, batch operations, undo and redo, and a procedura
Read more about this resource...
我试了没发现问题,你可以发个视频给我看吗最近两个版本还有个bug,无法正确导入导出timeline。我试了几次,导入导出是空的。
呃…那我也不清楚饿了,可能是我的问题?我用xxx.8.var 就能导入导出,换到10 12 版本就不行了。而且 我试过,如果不换场景,还是可以导入导出的。如果我想迁移制作好的seg 或者anim 到新的场景就出错。原版和老版本没问题。你可以再试试,如果不行我就录个屏。我试了没发现问题,你可以发个视频给我看吗
You mentioned that two controllers with the same name will be automatically split into two groups—could you give an example? I need to confirm this.The other thing is the lack of a good grouping feature. As the number of control items increases, it takes a lot of time to find things. This is actually something that has been troubling me as well. If you have any good suggestions, please let me know.Thank you very much for your creation. I have fully switched to using it now, and I didn't want to give any feedback because your work is already excellent. However, some features are really looking forward to your improvement. There are too many controllers to be added to the timeline now, but there is no good grouping function. The problem now is that it is very difficult to find a certain member, especially the controller, which does not support renaming. The grouping function you created actually divides two objects with the same name into two groups, and sometimes it takes more searching to turn them off. Your baking function is very comprehensive and excellent. I don't know if you can optimize these functions, but I'm looking forward to your updates.