Timeline: LightningBunnyWorkshop

Plugins + Scripts Timeline: LightningBunnyWorkshop

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Hi! Thank you so much for your modifications to Timeline — they've made my creative process a lot more enjoyable!
I'd like to make a suggestion, regarding the Parent-Child feature.

In the dropdown menu, I only see various types of controls, but there's no option for things like head/hip/lhand. In the process of animating, the character's body parts and their corresponding controls aren't at the same point, and they don't move 1:1 either. I'd like to ask if you could add the character body parts — like head/hip/lhand and so on.
Honestly, I’d already thought about this problem a long time ago. Attach Baking was built around exactly this — and it failed.

I remember now — I tried baking by borrowing the approach from the Attach To Vertex plugin, but I ran into one fundamental problem: once the baked result is recorded as controller keyframes, its position becomes fixed. But the jitter of the soft body and the mesh is never the same twice — the jitter/physics captured at record time conflicts with the physics that comes afterward, and the result just looks strange. o_O
 
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Honestly, I’d already thought about this problem a long time ago. Attach Baking was built around exactly this — and it failed.

I remember now — I tried baking by borrowing the approach from the Attach To Vertex plugin, but I ran into one fundamental problem: once the baked result is recorded as controller keyframes, its position becomes fixed. But the jitter of the soft body and the mesh is never the same twice — the jitter/physics captured at record time conflicts with the physics that comes afterward, and the result just looks strange. o_O
I tried adding this feature locally with AI, and it basically works. (Forgive me.... I really needed this feature.)
My logic is: when you click bake, it links the bone to the corresponding body part (head/hip/or whatever), then Timeline plays, and during playback the plugin records the exact positions. When playback ends, it bakes those keyframes in.

If you want, I can send you the modified version for reference?

Basically, it just uses VaM's own Parent feature to make it work.
 
I tried adding this feature locally with AI, and it basically works. (Forgive me.... I really needed this feature.)
My logic is: when you click bake, it links the bone to the corresponding body part (head/hip/or whatever), then Timeline plays, and during playback the plugin records the exact positions. When playback ends, it bakes those keyframes in.

If you want, I can send you the modified version for reference?

Basically, it just uses VaM's own Parent feature to make it work.
That’s totally fine — send it over and let me take a look. If it works, I can ship it together in an update, so next time you publish a scene you can just post it straight away. Honestly, I’ve often wished I had something like this when building my own scenes.
 
LightningBunny updated Timeline: LightningBunnyWorkshop with a new update entry:

Fixed errors and optimized the workflow of the baking system

1. Fixed a bug in Parent-Child baking that occurred when Delay and Overlay Mode were enabled at the same time.

2. Improved the easing curve UI.

3. Replaced the parent object used by Attach Baking: previously you selected a vertex, now you select a rigidbody from the skeleton — it works better than before. Thanks to AWAKENING for the reference code. The difference from Parent-Child: Parent-Child uses a controller as the parent and computes the keyframes, while Attach...

Read the rest of this update entry...
 
Now I have a particularly troublesome problem is that when making timeline animation, I made two animations with different root positions. I want to copy the head chest hand swing action of animation 1 to animation 2. At this time, the character will twitch and shift. Is there a way to solve this problem?
 
LightningBunny updated Timeline: LightningBunnyWorkshop with a new update entry:

Fixed several bugs, improved various features, and added new ones. I also gave the documentation a p

  1. Reworked the Float Curve Editor. It now expands into multiple curve charts based on the number of selected float controls. To make it more practical, I also added two new behaviors: depending on where the mouse is placed along the chart’s time axis, the value change is applied to the scene directly, and you can bind it to the main timeline’s playback, so you can view the effect and the time position corresponding to the curve value in fully real time. These changes only...

Read the rest of this update entry...
 
Now I have a particularly troublesome problem is that when making timeline animation, I made two animations with different root positions. I want to copy the head chest hand swing action of animation 1 to animation 2. At this time, the character will twitch and shift. Is there a way to solve this problem?
Not sure if i understand your situation completely, but i think this is exactly the problem you would solve using the clip sequencer. Just select the mentioned nodes and perhaps the chest node as the root.


Different topic: the new update is FIRE :D I used the MicroExpressions plugin for this in the past, and now we have it right inside Timeline, awesome! Thanks for your continuing efforts. <3
 
Now I have a particularly troublesome problem is that when making timeline animation, I made two animations with different root positions. I want to copy the head chest hand swing action of animation 1 to animation 2. At this time, the character will twitch and shift. Is there a way to solve this problem?
I tried what you described but wasn’t able to reproduce it. If you could tell me more details so I can reproduce it, that would really help.
 
Not sure if i understand your situation completely, but i think this is exactly the problem you would solve using the clip sequencer. Just select the mentioned nodes and perhaps the chest node as the root.


Different topic: the new update is FIRE :D I used the MicroExpressions plugin for this in the past, and now we have it right inside Timeline, awesome! Thanks for your continuing efforts. <3
Haha, I thought I had an original idea, but it turns out someone already beat me to it. 🤯
 
Wow, new update seems PEAK, this is simply glorious man... can't wait to try it!

BTW not sure if you tackled this issue, but... it's a thing about baking sequences. Basically, when you have sequence saved as body positions and save it without selecting anchor, it will be saved except the first keyframe - so in that mode I guess it's kinda useful if you want to save only relative motion of your clip. But I found very often that I just want to bake clip that has very first keyframe saved as well - to do that you can select relative anchor as hips/head/etc and then it will load with complete pose.. but often it will be just weirdly rotated because of the reference point. Workaround is to save the clip with reference set to a person control (and not a specific body part).. but we can't save it as a reference to person atom control, so you have to manually change rotation of the entire clip. If fixed, you could reset pose -> load clip -> it loads every keyframe (including the first) exactly as saved, with person atom set as reference, so just like default timeline behavior. IMO this is needed because it would allow you to skip having to manually save actual pose of your person for each animation.

So, again - so I'm clear:
Include person atom control as a possible reference point for clips. So you can make animation, save it, and if it's loaded from scratch in another scene, it will behave as original and very first keyframe is set correctly - or maybe even simply use Timeline's functionality for that? Like, make animation, save a pose for animation in timeline - and then make saved clip also inherit that saved pose? It would instantly fix it.
 
Wow, new update seems PEAK, this is simply glorious man... can't wait to try it!

BTW not sure if you tackled this issue, but... it's a thing about baking sequences. Basically, when you have sequence saved as body positions and save it without selecting anchor, it will be saved except the first keyframe - so in that mode I guess it's kinda useful if you want to save only relative motion of your clip. But I found very often that I just want to bake clip that has very first keyframe saved as well - to do that you can select relative anchor as hips/head/etc and then it will load with complete pose.. but often it will be just weirdly rotated because of the reference point. Workaround is to save the clip with reference set to a person control (and not a specific body part).. but we can't save it as a reference to person atom control, so you have to manually change rotation of the entire clip. If fixed, you could reset pose -> load clip -> it loads every keyframe (including the first) exactly as saved, with person atom set as reference, so just like default timeline behavior. IMO this is needed because it would allow you to skip having to manually save actual pose of your person for each animation.

So, again - so I'm clear:
Include person atom control as a possible reference point for clips. So you can make animation, save it, and if it's loaded from scratch in another scene, it will behave as original and very first keyframe is set correctly - or maybe even simply use Timeline's functionality for that? Like, make animation, save a pose for animation in timeline - and then make saved clip also inherit that saved pose? It would instantly fix it.
I don’t quite understand. Are you describing a feature request? But using the character’s main control as an anchor has always been allowed, and it can be done right now. As long as you add that controller to the timeline and select it, it will show up in the list of anchors.
 
Wow, new update seems PEAK, this is simply glorious man... can't wait to try it!

BTW not sure if you tackled this issue, but... it's a thing about baking sequences. Basically, when you have sequence saved as body positions and save it without selecting anchor, it will be saved except the first keyframe - so in that mode I guess it's kinda useful if you want to save only relative motion of your clip. But I found very often that I just want to bake clip that has very first keyframe saved as well - to do that you can select relative anchor as hips/head/etc and then it will load with complete pose.. but often it will be just weirdly rotated because of the reference point. Workaround is to save the clip with reference set to a person control (and not a specific body part).. but we can't save it as a reference to person atom control, so you have to manually change rotation of the entire clip. If fixed, you could reset pose -> load clip -> it loads every keyframe (including the first) exactly as saved, with person atom set as reference, so just like default timeline behavior. IMO this is needed because it would allow you to skip having to manually save actual pose of your person for each animation.

So, again - so I'm clear:
Include person atom control as a possible reference point for clips. So you can make animation, save it, and if it's loaded from scratch in another scene, it will behave as original and very first keyframe is set correctly - or maybe even simply use Timeline's functionality for that? Like, make animation, save a pose for animation in timeline - and then make saved clip also inherit that saved pose? It would instantly fix it.
About the weird rotation you mentioned: one possible cause, I’d guess, is that within the time range you’re loading into, the control you set as the anchor already has other keyframes on it, so it automatically stacks the two motions together. This isn’t a problem, it’s simply how the feature is designed. In fact that’s what makes it convenient for secondary editing of the animation: once you understand the mechanism, you can add the new motion you want onto the anchor control beforehand, before loading the clip.:coffee:
 
I don’t quite understand. Are you describing a feature request? But using the character’s main control as an anchor has always been allowed, and it can be done right now. As long as you add that controller to the timeline and select it, it will show up in the list of anchors.
Oh, I see, I haven't tested that.. I just assumed wrongly that list of anchors is static, my bad! I should test it. BTW I had walking animation and selected chest control as my anchor. Resulting animation played normally but entire person was rotated, it is how it's supposed to work? I'll test it out more, but I'm sure if I just save person control with a single keyframe, it should work as I expect it to.
 
Oh, I see, I haven't tested that.. I just assumed wrongly that list of anchors is static, my bad! I should test it. BTW I had walking animation and selected chest control as my anchor. Resulting animation played normally but entire person was rotated, it is how it's supposed to work? I'll test it out more, but I'm sure if I just save person control with a single keyframe, it should work as I expect it to.
When you mention the rotation, do you mean that you loaded a single keyframe and it’s off from its original orientation? Or do you mean that you loaded an animation and the motion played out differently from when it was saved?

If it’s the latter, I think your issue is that you’re thinking of the Clip Sequencer as basically the same as the original save feature, just with customizable anchors. In reality there’s a big difference: the Clip Sequencer doesn’t only read the saved motion — it also inherits the motion of the current timeline curves at the same time. Even if there are no other keyframes within the time range you’re loading, if you’re using a looping animation, the in-between motion curves will be inherited as well.
 
When you mention the rotation, do you mean that you loaded a single keyframe and it’s off from its original orientation? Or do you mean that you loaded an animation and the motion played out differently from when it was saved?

If it’s the latter, I think your issue is that you’re thinking of the Clip Sequencer as basically the same as the original save feature, just with customizable anchors. In reality there’s a big difference: the Clip Sequencer doesn’t only read the saved motion — it also inherits the motion of the current timeline curves at the same time. Even if there are no other keyframes within the time range you’re loading, if you’re using a looping animation, the in-between motion curves will be inherited as well.
I see now, I am testing with various anchors and now I understand. If I save hip movement with chest as anchor, then after loading it, the motion will be only exactly the same, when my chest keyframes are also exactly the same, and hip can achieve position/rotation changes comparing to the original only if I change my chest keyframes. If I save hips without anchor, I can manually put in hip keyframes, and then after baking, it will merge with those keyframes (and from what I see it won't do it if using another body part as anchor, so they're synced - nice!). What I was looking for is sync to control atom - in case I want animation that will just load in the same position. as long as my person atom is not rotated in X or Z axes.

Just checked out Float param curve editor with hover-over previews.. it is absolutely glorious man. Splendid work!
 
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