• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
MultiCurveMapper Pro

Paid Plugins + Scripts MultiCurveMapper Pro

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14mhz

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14mhz submitted a new resource:

MultiCurveMapper Pro - This plugin is used to map float values by utilizing multiple curves.

※ Reporting bugs or issues will help me improve the plugin and help others.
Your support gives me the motivation to continue developing. Thank you sincerely.
MultiCurveMapper Pro

● This plugin is used to map float values by utilizing multiple curves.
● It is also very convenient for handling continuous changes such as morphing or color transitions.
● In particular, this version supports...

Read more about this resource...
 
14mhz updated MultiCurveMapper Pro with a new update entry:

MultiCurveMapperPro v0.4 20260620

● Updates
- issue : changed the tab-level save location to \\MultiCurveMapper\\tab.
- issue : UI response speed has improved dramatically (can verify it yourself by running Plugin).
● Fixed Bug
- issue : fixed bug where filter value Apply/Cancel malfunctioned. (report by @BossG )
- issue : resolve hidden errors caused by graphic cyclic loops in Unity when editing graphs.

Read the rest of this update entry...
 
14mhz updated MultiCurveMapper Pro with a new update entry:

MultiCurveMapperPro v0.5 20260703

- issue : implemented Graph Types – Bezier, BezierLinear, and SimpleLinear.
- issue : implemented Random Start feature (request by @FantasiWrapper )
- issue : Threshold feature implementation (request by @FantasiWrapper ).
- issue : Implemented curve target triggering via normalized value (0–1) (request by @prefectionist , @BossG )
- issue : fixed bug copy/paste action
● Graph Types – Bezier...

Read the rest of this update entry...
 
Hey, last time I checked and wanted to record animation with VR Renderer plugin, expressions made with yours were too fast because I suspect it is computing in real time and doesn't have option to use game time. With timeline set to game time it works, but unless I bake in expressions from multicurvemapper (which is tedious), then after recording they are glitching and are way too fast. Not sure if it's possible to change... but if not, maybe some one button "bake to timeline" button could be perhaps used?
 
The timing handling was coded based on absolute time, and I hadn’t considered such a case. The issue you mentioned has already been fixed by applying Unity time, and I’ll test it in the VR Renderer plugin to ensure there are no problems before releasing it. Thank you very much for reporting this. (y)
 

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