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VaM 1.x Sequencing Animations

Threads regarding the original VaM 1.x

tryingfun11

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I've been looking up various threads and looking at tutorials but can't find anything specific to help me. I'm trying to take a scene with multiple animations (the ones with 20+ buttons for poses/animations), and play them one after the other, or randomize them. I tried using timeline to do this, but it blends the animation switch causing physics explosions. I'm trying to get a 2 atom animation to loop for maybe 20 or 30 seconds, fade to black, then automatically transition to the next animation (or via a keystroke). I've tried messing around with statemachine and sequencemachine on logicbricks but I'm hitting a wall. I'm sure I'm missing something with triggers, but I just don't know where to start. Any help would be appreciated, thanks.
 
I would suggest making each of your desired animation sequences into individual subscenes and the overall progress could be controlled either by buttons, as I did in this resource: https://hub.virtamate.com/resources/beam-me-up.34366/, or with an overarching animation pattern to control the sequencing. I know that this will take lots of work, but sometimes that is what it takes. As you discovered, using Timeline can be challenging with implementing transitions as it will reset animations in the process. With timeline, it can depend on what you are trying to orchestrate in making decisions on whether you decide to apply it to a person or the scene. I touch upon this in the discussion area of this post: https://hub.virtamate.com/threads/farger-timeline-community-sharing.40846/

Another options is that you could make an animation pattern that has a long lifecycle and in that you would add triggers every 20 seconds to load the new subscene. You could also add triggers slightly before to start fade out, and at the load time of the new subscenes also add in a fade in, features available in vamoverlays. This is what I did for the Beam Me Up post, the buttons activate animation patterns to do the work.
 
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I decided to put my scene edits to rest for the time being (done for today due to frustration lol) and I just literally downloaded your balls deep scene to merge with another scene, only to alt tab out to check if I had any replies and to see you of all people replied, lol!

Yeah multiple subscenes for each animation sounds like a pain haha, especially when they are all already in an acid bubbles timeline together. I wouldn't know how to separate each out. I tried reverse engineering a scene I found that had a UI to pick animations, and also included a keystroke to go to the next one, but there were so many triggers that I got lost. With animation pattern, would that work with acid bubbles timeline?

I'll definitely check out vamoverlays as well. I'm thinking I may just need to start from scratch with a scene and make my own animations... I just wanted to edit scenes to autoplay animations or play next via keystroke (it takes me out of the action having to escape out of a camride and click another pose), so I could change the environment and add a camride (things I'm already comfortable doing). VAM is a beast haha. Thanks for the help btw.
 
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I decided to put my scene edits to rest for the time being (done for today due to frustration lol) and I just literally downloaded your balls deep scene to merge with another scene, only to alt tab out to check if I had any replies and to see you of all people replied, lol!

Yeah multiple subscenes for each animation sounds like a pain haha, especially when they are all already in an acid bubbles timeline together. I wouldn't know how to separate each out. I tried reverse engineering a scene I found that had a UI to pick animations, and also included a keystroke to go to the next one, but there were so many triggers that I got lost. With animation pattern, would that work with acid bubbles timeline?

I'll definitely check out vamoverlays as well. I'm thinking I may just need to start from scratch with a scene and make my own animations... I just wanted to edit scenes to autoplay animations or play next via keystroke (it takes me out of the action having to escape out of a camride and click another pose), so I could change the environment and add a camride (things I'm already comfortable doing). VAM is a beast haha. Thanks for the help btw.
Maybe if you could give me an idea of two types of scenes/animations to sequence, I could play around with it and figure out some ways to possibly maneuver through it.
 
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Try the SequenceChoice or RandomChoice Brick. That approach is pretty simple:

Copy the triggers from the 20+ buttons to the brick individually, so that each button is represented by one Choice.
Now you only have to decide how to trigger the progress of the SequenceChoice brick (and maybe add spawn point spawns if they aren't there already).
To make it progress automatically, you could use a simple looping timeline trigger track for that. The length of each animation would be the same then but you could randomize the speed of the trigger track animation to combat that.
For manual control, you could trigger the brick with an Ui button and parent that button to the camera rig to make it follow.
 
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Also suggesting my template scene:
I use fading when changing animations. Makes it easier to do changes to very different poses and not cause physics problems and others. THe fading also feels better when possessing a person, you don't get teleported to somewhere else, potentially causing confusion or vomit.
 
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Maybe if you could give me an idea of two types of scenes/animations to sequence, I could play around with it and figure out some ways to possibly maneuver through it.
Any scene that has buttons really.

Like: https://hub.virtamate.com/resources/the-smasher-20.58618/

This scene as an example. Instead of just clicking the buttons to play the next scene, using a keybind or letting it autoplay through scenes.
 
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Try the SequenceChoice or RandomChoice Brick. That approach is pretty simple:

Copy the triggers from the 20+ buttons to the brick individually, so that each button is represented by one Choice.
Now you only have to decide how to trigger the progress of the SequenceChoice brick (and maybe add spawn point spawns if they aren't there already).
To make it progress automatically, you could use a simple looping timeline trigger track for that. The length of each animation would be the same then but you could randomize the speed of the trigger track animation to combat that.
For manual control, you could trigger the brick with an Ui button and parent that button to the camera rig to make it follow.
I'll give this a shot, I'm sure its harder than it sounds lol.

As for manual control, I have a keybind plugin but am unsure where to put it.

Edit: Oh, keeping the button on the UI seems neat too! I never thought to parent it to the camera rig!

Edit2: Its working! So when you talk about the looping timeline trigger, make a timeline animation that is blank but elongate the time, and set the speed to random. How would I then make this decide how long each animation loops?

Edit3: It works! All button triggers moved to an individual item within the brick. Then I added a simple keybind to trigger the brick when I click a specific key. So that's one way to do it solved! I also added a UI button to stay with the camride I made, so if I want to sit back I can just use my mouse instead of leaning over to click a keybind. Now I just need to figure out how to autoplay it lol. Happily awaiting your response lol. You don't know how much this opens up the game for me. Thanks!
 
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Also suggesting my template scene:
I use fading when changing animations. Makes it easier to do changes to very different poses and not cause physics problems and others. THe fading also feels better when possessing a person, you don't get teleported to somewhere else, potentially causing confusion or vomit.
Oh this looks like an interesting read! Thanks man. Yeah I like the idea of a fade instead of just a quick switch. Its not necessary, but it makes it look better.
 
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Edit2: Its working! So when you talk about the looping timeline trigger, make a timeline animation that is blank but elongate the time, and set the speed to random. How would I then make this decide how long each animation loops?

Edit3: It works! All button triggers moved to an individual item within the brick. Then I added a simple keybind to trigger the brick when I click a specific key. So that's one way to do it solved! I also added a UI button to stay with the camride I made, so if I want to sit back I can just use my mouse instead of leaning over to click a keybind. Now I just need to figure out how to autoplay it lol. Happily awaiting your response lol. You don't know how much this opens up the game for me. Thanks!
There are multiple ways to achieve that.
One would be a separate timeline trigger track (preferably on another instance of timeline) that triggers your sequence brick multiple times in a row. The time between each trigger (on the track) will define how long an animation plays/how often it loops. The advantage of this approach is, that you can decide whether you want to switch animations automatically or manually. just use a different button to start the trigger track.

Side note: Switching from automatic to manual and then back to automatic while the sequence is playing will be problematic at least if you assigned different lengths to each animation per trigger track. It will break your timings. Same happens when switchting from manual to automatic. your trigger track doesn't "know" which animation is currently playing and it will simply play the next animation when a trigger is reached. Your preassigned timings will be shifted.

Another way would be timelines sequence feature: You could set each animation to loop X times (or play X seconds) and then switch to the next animation automatically. This approach would conflict with your manual solution due to the need of editing the existing animations.
 
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