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QuickCloner

Plugins + Scripts QuickCloner

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entitycs

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entitycs submitted a new resource:

QuickCloner - Child-Parent cloning

QuickCloner

Multi-Level Atom + component cloning.

As promised, another free plugin / one of the building blocks created on the way to SimpleStateMachine.

I am not much of a salesman, so here's a brief description, and a video.

Description:
It attempts to clone the attached atom along with its children.

How deep it goes, I'm not sure. How accurate it is - also not sure.

Q: What happens if you hit "clone" twice on...

Read more about this resource...
 
Oops. Missed a few things, as I haven't been able to automate my testing since VaM *.03. I was also pretty dependent on the state machine, and maybe stripped a bit too much out.

v4 inevitable.
 
Would absolutely request a cloning of persons, that way we can make modifications to one and see the differences real-time. Just one practical use I can think of.
 
There is a clone atom keybind in @Acid Bubbles keybind plugin that works for every atom type including person atoms. Maybe this plugin does more or does it differently?
 
There is a clone atom keybind in @Acid Bubbles keybind plugin that works for every atom type including person atoms. Maybe this plugin does more or does it differently?
Yes. This clones trees of Atoms - not just a single Atom - and copies their component states for all child clones.
 
Would absolutely request a cloning of persons, that way we can make modifications to one and see the differences real-time. Just one practical use I can think
Thanks for the feedback.

This isn't made to replace the cloning of a single Atom, but your use case is interesting.
As someone mentioned, there are other plugins that could clone a Person Atom quickly.

But it sounds like you're designing a Person - maybe more than one of their states, to compare -eg. how a smile morph value looks on one Person vs. another? So I have to ask .. are you using the SimpleStateMachine?

If you are wanting to see many changes in one person, I'd definitely recommend the state machine, as it was made, in part, to allow you to flip through various variations of an Atom (Persons included) for design purposes. Having two Persons in the scene, each with the same number of states, and both being triggered through those states at the same time, would be interesting.... Is that in the realm of what you are setting up w/ your use case?

Ironically, another reason SimpleStateMachine exists is to replace the need to have several copies of the same Atoms. So, in a way, this plugin is a complete counter to what the bigger plugin was made for.

but... To get an idea of the things I am trying to make possible, just think "game state" for every other video game.

One idea I have, for the people who are setting VaM up as a multiplayer, networked game - is a bowling alley environment, with state tracking, etc. What this plugin does would be used to open a new bowling lane, but using options from the user styled base pin set (eg.)

The concept in the video posted initially, along with the concept of a community bowling alley - having opened / closed lanes - having the pins created, put in place, picked out when tipped over, etc... those are the kinds of capabilities for scenes I am working on. Ofc, there are many ways to translate those ideas in VaM. Maybe you want to set up a bar scene, where everyone has a drink.

Another ex. use case : You create a CUA Person, and a CUA Glass - You copy the glass and person, then spam create persons w/ drink -- instead of having to go in, make a subscene, save the subscene, add another subscene atom, load subscene from preset/file, repeat.

Not the largest set of use cases a plugin could have, but I feel there are enough of them to make it work the effort to pull a tearoff from my larger plugin and work around the missing interfaces.
 
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