PenisPathAlignment

Plugins + Scripts PenisPathAlignment

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Update: I tested very quickly in an empty scene @HelicalPink , this is perfect!
I'm gonna test a full implementation in santa's scene and keep you posted. Your update seems to cover all my needs :3
 
Yow!
It's haz the annoying person :p
Found another bug: scene presets don't overwrite, you need to delete then recreate. Maybe a "are you sure you want to overwrite? yes/no"?

On another note:

The marker system can end up being kind of "broken" if you don't do the scene presets all at once. What I realized is that, the marker you create at first with Classic Mode disabled, becomes useless with the preset system since you create a dynamic one at preset load. So what I did initially was create the marker, setup the preset, remove the marker.

Then later, I reloaded the scene and created the preset for another character... which obviously created the same "Person_xxx" marker. It immediately got lost over what marker is what since the names were the same.
To fix that, you could use the Person Atom name instead of a generic "Person_something". For instance if my character is named "Kat", the marker would be called "Kat_something".

At least there is zero doubt or ways to break the system as atoms can be named the same twice.

Cheers!
 
HelicalPink updated PenisPathAlignment with a new update entry:

ver.8

Improved preset functions.
1. Add "Undo/Redo" function.
The history can stack without a limit, but it will be reset when selecting a different preset.
2. Presets with the same name will force overwrite the existing preset instead of creating a new file.

Json (File-based) preset
View attachment 623499

Scene (Scene-embedded) preset
View attachment 623500

Add simple info of marker
View attachment 623517

Read the rest of this update entry...
 
Yow!
It's haz the annoying person :p
Found another bug: scene presets don't overwrite, you need to delete then recreate. Maybe a "are you sure you want to overwrite? yes/no"?

On another note:

The marker system can end up being kind of "broken" if you don't do the scene presets all at once. What I realized is that, the marker you create at first with Classic Mode disabled, becomes useless with the preset system since you create a dynamic one at preset load. So what I did initially was create the marker, setup the preset, remove the marker.

Then later, I reloaded the scene and created the preset for another character... which obviously created the same "Person_xxx" marker. It immediately got lost over what marker is what since the names were the same.
To fix that, you could use the Person Atom name instead of a generic "Person_something". For instance if my character is named "Kat", the marker would be called "Kat_something".

At least there is zero doubt or ways to break the system as atoms can be named the same twice.

Cheers!

Hey!
No no not annoying at all.
The parts you're talking about are actually things I was planning to change myself eventually, but wasn't really sure how exactly should change them... So I'm actually thankful for your specific feedback.


I considered adding a "Are you sure you want to overwrite? Yes/No" confirmation as well, but personally, it felt like it could become annoying if you're making frequent backups.
So instead, I added an Undo/Redo function. It seems to be working pretty well so far.

As for the Scene Preset related markers, I'd like to take a little more time for that. I haven't really had much time to properly playtest the plugin myself over the past two months,
so I don't have a very good sense of the actual user experience yet. Plus, the marker-related code is the most complicated part, so I'll need some time to work on it.
And dealing with your problem might require a fairly major change...
 
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