Timeline: LightningBunnyWorkshop

Plugins + Scripts Timeline: LightningBunnyWorkshop

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Sorry, I made a mistake. It wasn't two controllers. I grouped several projects and gave them a name. Then he would automatically group the controllers into another group with the same name. The problem is that I wanted to put them all in one group, but it couldn't be achieved. As long as there is a controller, it would automatically be separated out. Thank you very much for your reply. I'm looking forward to your update.
 
Sorry, I made a mistake. It wasn't two controllers. I grouped several projects and gave them a name. Then he would automatically group the controllers into another group with the same name. The problem is that I wanted to put them all in one group, but it couldn't be achieved. As long as there is a controller, it would automatically be separated out. Thank you very much for your reply. I'm looking forward to your update.
Oh, I see what's going on now — is it that the deformers and the controller can't be grouped together?
 
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。
我知道怎么回事了,应该是人物名字的问题。我会修复的
 
LightningBunny updated Timeline: LightningBunnyWorkshop with a new update entry:

Fixed errors and optimized the workflow of the baking system

  1. With reference to the base baking system, both now support mode and replacement mode, which can be manually selected.
  2. Fixed the time range limit for the "skip start" option in the action sequencer's save interface.
  3. Added support for custom momentum/velocity curves to control floating-point parameters.
  4. Modified cases where controllers and deformers could not be placed in the same group.
  5. Added a new baking feature to the baking system: the "Float Curve Editor," designed...

Read the rest of this update entry...
 
Peak update, my broski! Can't wait to try float param custom curve baking! 💖💖💖

EDIT: Love how it works! And great that there is curve scaling slider, because for normal floats like expressions, 1.0 is accurate. But for custom slider from a plugin that uses 0-1 values it needs 0.125 to be accurate with the graph. Very nice!
 
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welp, i think the import bug still there, but fine, thx for ur advice, change names fixed it...
 
Peak update, my broski! Can't wait to try float param custom curve baking! 💖💖💖

EDIT: Love how it works! And great that there is curve scaling slider, because for normal floats like expressions, 1.0 is accurate. But for custom slider from a plugin that uses 0-1 values it needs 0.125 to be accurate with the graph. Very nice!
I'm glad you like it. More feedback is always welcome;)
 
Thank you very much for your update. With creators like you, I feel that the release of VAM2 is no longer that important. You have helped the official team achieve the update.
Thanks for the encouragement! But compared to VAM 2, this is really just some minor timeline adjustments.😘
 
Hey, so I have suggestion, if it's not possible - but I don't think it is yet?

Ability to quickly erase entire custom curve or even better - save/load curve shapes maybe? Sometimes I need to redo a curve from zero, and I need to hover over points and press del so many times. That would be helpful if you spend a lof of time on some really nice curve that you just wanna use later, or have saved curves for various types of animations etc. If curve could be scaled and repeated that would be even better. Let's say I make a curve for 10 seconds animation, and save it. Then I change animation to 20 seconds and hit bake with just maybe checkbox repeat [x] or something, and it would repeat the curve twice? Or if I make curve for 2 seconds and hit it with repeat, it would repeat 10 times to fill my animation? We have repeat only in clips I believe, right? Might be nice to have it in curves. And the other thing, scaling could be nice too. Maybe again, a checkbox scale to fit [x], so if I have my 10 second curve, but my animation (or rather.. baking time selection) is 5 seconds, if I hit bake with scale checkbox selected, it would apply that curve to fit into 5 seconds (so it would be 2x faster than original)? And without checkbox, it would just apply first 5 seconds of the curve.

I'm aware that I can just make a curve that fits the animation length, then use time scale baking to half, then use bulk changes, select keyframes, then navigate to the middle and paste those keyframes to make a single repeat..that's a chore. But if you could make more repeats and optionally scale curves to any length, it would make having saveable curve presets very powerful. If it's all too much, then I think at least ability to erase curve and load/save curves already would've been a great help.
 
Hey, so I have suggestion, if it's not possible - but I don't think it is yet?

Ability to quickly erase entire custom curve or even better - save/load curve shapes maybe? Sometimes I need to redo a curve from zero, and I need to hover over points and press del so many times. That would be helpful if you spend a lof of time on some really nice curve that you just wanna use later, or have saved curves for various types of animations etc. If curve could be scaled and repeated that would be even better. Let's say I make a curve for 10 seconds animation, and save it. Then I change animation to 20 seconds and hit bake with just maybe checkbox repeat [x] or something, and it would repeat the curve twice? Or if I make curve for 2 seconds and hit it with repeat, it would repeat 10 times to fill my animation? We have repeat only in clips I believe, right? Might be nice to have it in curves. And the other thing, scaling could be nice too. Maybe again, a checkbox scale to fit [x], so if I have my 10 second curve, but my animation (or rather.. baking time selection) is 5 seconds, if I hit bake with scale checkbox selected, it would apply that curve to fit into 5 seconds (so it would be 2x faster than original)? And without checkbox, it would just apply first 5 seconds of the curve.

I'm aware that I can just make a curve that fits the animation length, then use time scale baking to half, then use bulk changes, select keyframes, then navigate to the middle and paste those keyframes to make a single repeat..that's a chore. But if you could make more repeats and optionally scale curves to any length, it would make having saveable curve presets very powerful. If it's all too much, then I think at least ability to erase curve and load/save curves already would've been a great help.
I will take everything you said into consideration!
 
兔子大佬,我现在用你的这个最新版的13版 ,说实话,功能太强大了,每次我用都一个功能都会感到意外的惊喜,目前我常用的一个功能发现一个问题:就是,比如灯光1和灯光2两个我添加后,把它们分组到一个命名为灯光的栏里,结果它们两个不在一个栏里,而是变成两个各自为一栏的灯光栏,这要是时间线里添加的原子多了,它们就变的很复杂和繁琐。要是和以前一样能把几个和它们的变化都能分到一栏里就容易找多了。比如 我把5 6个灯光都分组到一起,然后它们的亮度和范围都能分组到一个统一的命名为:灯光 的栏里。【上面也有个铁铁提到了这个问题 但好像你没明白他说的】
 
兔子大佬,我现在用你的这个最新版的13版 ,说实话,功能太强大了,每次我用都一个功能都会感到意外的惊喜,目前我常用的一个功能发现一个问题:就是,比如灯光1和灯光2两个我添加后,把它们分组到一个命名为灯光的栏里,结果它们两个不在一个栏里,而是变成两个各自为一栏的灯光栏,这要是时间线里添加的原子多了,它们就变的很复杂和繁琐。要是和以前一样能把几个和它们的变化都能分到一栏里就容易找多了。比如 我把5 6个灯光都分组到一起,然后它们的亮度和范围都能分组到一个统一的命名为:灯光 的栏里。【上面也有个铁铁提到了这个问题 但好像你没明白他说的】
好,问题我记录下来了
 
Just wanted to drop by a Very BIG note of Thank you for this mod.
Between Ruvik fingers support and Clip sequencer save/bake, it's already so incredibly helpful.
Or even the bulk select keyframes and Undo.

Serious Animator? Get LightningBunny's mod.
Slowly as integrating with my workflow will check out all your other goodies.
No questions yet. :)
 
Just wanted to drop by a Very BIG note of Thank you for this mod.
Between Ruvik fingers support and Clip sequencer save/bake, it's already so incredibly helpful.
Or even the bulk select keyframes and Undo.

Serious Animator? Get LightningBunny's mod.
Slowly as integrating with my workflow will check out all your other goodies.
No questions yet. :)
This mod has been stuffed with all sorts of things by me, and as a result, it looks way too messy. If you're interested, go download the instruction file hidden in version 12—I've reorganized everything in there, and it looks much easier to follow.;)
 
Wonder if could ask your advice on something? Or maybe it's more a feature request?

TLDR version: Is it possible on main timeline page, with all the controls/keyframes, to add a status of character if their is timeline locked or Not (feature exists in timeline>options)??
Would be so helpful to have Highlighted and right there so it's easy to see (in different colors maybe - green unlocked red-locked)?

Why this wanted:
I use all the time, Timeline with Cheezy's Bodylanguage.PoseME.
Issue becomes IF:
(1) add timeline animation to a pose icon option (say Pose 1) and can be anywhere on scrub-time ....>
(2) ...then change to another position/animation (Pose 2), for whatever reason
(3) THEN Automatically i have new UnWanted timeline keyframes added from this new pose/animation.
They are positioned at whatever the time-scrub position i switched from Pose 1 to Pose 2.
Those extra keyframes are of course NOT wanted Nor desired.

(Your shift + select was so useful to delete all those) So that's a huge plus! Thank you already for that. Before was a pain to fix that.

The fix has been to lock and unlock character timelines (via options) using acidbubbles Keybinds.
Do this everytime i animate a timeline animation. Edit, or New. Then lock before i switch to any other animation. Is a pain to remember when editing several anims.

It's been a while, so am a bit hazy without looking, but pretty sure as soon as changed pose it became Unlocked again and susceptible to unwanted keyframes. (that was a PoseMe plugIn issue) Basically undid my locks.
So, Cheezy really kindly offered a DIY code at his discord that i implemented for now into BodyLanguage.PoseMe, until he issues another release.

That explantion leads back now to advice am seeking, or maybe a feature added:
... animating again this evening, i got distracted, AGAIN, and forgot to Lock both characters, before i moved to save position. I had clicked another PoseMe icon for that.
Result: play that pose with timeline anim and now char01 trys to fly physically away and back to my chosen save position across the room.
This time it happens midway through timeline play, because that's when decided to to go to save position (no physical touching there in that save position ie. avoid physics issues on scene load).
This also happens as flip from pose to pose - each with different animations.
The hours i used to spend correcting this were awful.

So that is the Really long explantion as to why this feature request would be so welcome for me using Timeline & PoseMe togther to trigger both new poses and animations via the memorable icons that PoseMe has.

Happy to sub your patreon. Just let me know if that fits with you and are interested :)
 
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