Timeline

Plugins + Scripts Timeline

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Great plugin! I have a 20 sec animation of a BJ with her head going up and down each second. I want to add a slow twist to the left that starts at 0:07 and ramps in gradually until 0:14, while keeping the motion. I tried Bulk → Offset controllers (pivot mode) with the range set to 7–14, twisted the head at 14 and applied. But it applies the full twist instantly at 7 instead of easing in, I assume because offset shifts every keyframe in the range by the same amount. Is there a way to ramp an offset across a range?
I've never been very good at using the shortcuts like that, but you're probably correct. I don't know if it's helpful, but I always do this by planning ahead a little (when I remember!) In your example, I'd make a keyframe at the beginning of the planned total time (7 seconds) with the starting tilt, then jump to 14 seconds and get my ending tilt keyframe, then do the animation in the middle, only adjusting the vertical movement for the new movements (at each second) in between.

When I haven't planned ahead, which happens ALL the time, I usually still follow the same process, just deleting the keyframes between the first and the last. I went ahead and popped into my Palm Sunday scene to show you what I mean. The first thing I do is show you what the animation looks like. It starts with ten seconds of simple up and down movement, same keyframe location and rotation for top and bottom on each movement. I go to my LAST keyframe and adjust the rotation where I want it, then I delete all of the keyframes between the first and last. Then I show you what the full movement looks like without the keyframes in the middle. From there, I just one second at a time and mark the keyframes manually so they pick up the rotation from the first to the last keyframe. Last, I go back and manually adjust the up and down motion.

This way of doing it has two benefits. First, you get that twist that you're trying to animate. Second, since you'll be hand-adjusting the up and down movement at each keyframe, no two will be exactly the same. This helps prevent movements that look repetitive.

I hope this helps! Others may do it better or faster, but this is about 90% of how I animate my scenes, and it works for me!


 
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I've never been very good at using the shortcuts like that, but you're probably correct. I don't know if it's helpful, but I always do this by planning ahead a little (when I remember!) In your example, I'd make a keyframe at the beginning of the planned total time (7 seconds) with the starting tilt, then jump to 14 seconds and get my ending tilt keyframe, then do the animation in the middle, only adjusting the vertical movement for the new movements (at each second) in between.

When I haven't planned ahead, which happens ALL the time, I usually still follow the same process, just deleting the keyframes between the first and the last. I went ahead and popped into my Palm Sunday scene to show you what I mean. The first thing I do is show you what the animation looks like. It starts with ten seconds of simple up and down movement, same keyframe location and rotation for top and bottom on each movement. I go to my LAST keyframe and adjust the rotation where I want it, then I delete all of the keyframes between the first and last. Then I show you what the full movement looks like without the keyframes in the middle. From there, I just one second at a time and mark the keyframes manually so they pick up the rotation from the first to the last keyframe. Last, I go back and manually adjust the up and down motion.

This way of doing it has two benefits. First, you get that twist that you're trying to animate. Second, since you'll be hand-adjusting the up and down movement at each keyframe, no two will be exactly the same. This helps prevent movements that look repetitive.

I hope this helps! Others may do it better or faster, but this is about 90% of how I animate my scenes, and it works for me!

View attachment 638034
I never thought to do it that way. Thank you!
 
I never thought to do it that way. Thank you!
I want to pretend like I have some fancy method here, but truly, I am able to do this because Timeline is just so damned good. I would be completely incapable of animating without acid bubbles, and there is no amount of thanks I can give here that seems adequate. From the bottom of my soul, thank you @Acid Bubbles ! ❤️
 
hello, i'm searching every where, i'm not trying something complicate:
I parent (vam vanilla parenting, or timeline parenting) "Male person" hand on "female person", hip.
After few sec, i just wish to "unparent/remove parenting" male's hand on female's hip, allow me to animate males hands, then, return at original position, parented to hips.

I'm searching on the stopper wiki's, i dont see. This is like "this button is for parenting" "this button is weigh" "enjoy".
I looked asco's video, nothing about parenting.
I'm searching in this forum, i saw a lot of people having troubles with it, but i dont see solutions.
I also try to use stopper's controler link, but for some reason the plugin dont work for me.
How can i do something like that? Parenting, remove parenting for animate, then parenting?

Please :)
 
The triggers you need are Position state and Rotation state. Assuming you have the hand in position on the hip, you need to define in that pose what the hand will be parented to, say female hip. The trick is, you leave the Position State and Rotation state to On, which means it ignores the parenting. When you want it parented, set the triggers to Parent Link, then set them back to On to disable the link. Here's an example with a Physics Link, but the concept is the same. Don't leave the state in Parent when changing poses, or the models may get twisted up.

VaM.exe Screenshot 2026.09.20 - 12.53.10.61 crop.jpg
 
I'm trying to record an animation but two of the morphs i need to add as targets don't show up in the list of morphs when i favourite them and when i show all morphs and search the list i only find a morph with the same name that isn't being used so records nothing or another morph with the same name but the prefix morphOtherGender which i presume just means it's from the male morph tab instead, as using that target also doesn't record the hand animation. Not sure what to do to capture the animation of the hands at this point. Any ideas? The morphs appear to be from the package LLF.Haylee_Skye_Fortnite.1 if that information matters
 
I'm trying to record an animation but two of the morphs i need to add as targets don't show up in the list of morphs when i favourite them and when i show all morphs and search the list i only find a morph with the same name that isn't being used so records nothing or another morph with the same name but the prefix morphOtherGender which i presume just means it's from the male morph tab instead, as using that target also doesn't record the hand animation. Not sure what to do to capture the animation of the hands at this point. Any ideas? The morphs appear to be from the package LLF.Haylee_Skye_Fortnite.1 if that information matters
You probably need to use Package Manager to mark that var to Preload morphs. Then, after you favorite them, they should show up.
 
You probably need to use Package Manager to mark that var to Preload morphs. Then, after you favorite them, they should show up.
just had a look and that's already checked. from digging further i noticed that the morphs being controlled that won't show up say they are being driven by 'left hand fist' and 'right hand fist' morphs, respectively, but those morphs aren't doing anything when the animation plays. so i looked thru the atoms list and found two empty atoms that somehow are what's controlling those morphs just by moving on an x axis, but i honestly have no idea how to translate that into something recordable for the fist morphs.
 
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