#soon
edits ... #now playing
Ready for free early access release to the first handful of people I can actively provide support for.
From recent conversations, I'm going to try my best to explain its capabilities, as "Playmaker for Unity... for VaM... automated... minus the Nodes UI"...
If you have creative ideas involving replay-ability, especially live-adjustable, potentially never-repeating animations, a state machine is what you are looking for.
FAQ:
Q: How is this different from MacGruber's StateMachine?
A:
Imagine you could instantly save 20 backups of your scene, all with slightly different states, and edit each one, until they come together as a huge, 20-part scene. ...But imagine you could do it all without ever saving/loading a preset to disk, or entering a plugin or save/load menu... as if all scenes were lined up in front of you, without actually having to create 20 of the same Atoms. You just hit "next" and the scene changes to the next slot.
Or, imagine you have a set of routines you often play out, but you want the create differing or random versions of how those routines work out (wink, wink, see vids and use your imagination). Use SimpleStateMachine to play with with those states, and create them live, for playback later, or once you've looped through the states once, editing them, but not playing them back yet.
It works great as a simple "Undo" all by itself too, notably enough, but the purpose of the Undo is just to help you not accidentally mess up a state, and feel that negative feeling with knowing you now have to work to correct it.
What else? I'm not sure. It's a state machine. It's meant to make many things possibly, with more ease than I myself thought could be possible inside of VaM.
If I could come up with my video examples on the fly, I'm sure others can think of ways to use it, both as a creator tool, and as a player tool.
Another clue if you have made it this far: Notice the hand is not opening/closing in step with the movements, or are the clothes changes happening in step. But one of the states is activating an ExpressionRandomizer (almost makes it look as though she is talking), while another state is changing the base expression from frown, cute, etc. ... and reminder, until you get to use this, that there is no UI on my plugin for selecting what should be included in the state - no param geometry favoriting or dropdowns or anything of that - it just works in the background, aside from being told when to change state or move to the next state. You can use any other plugin to call those triggers - the beauty of components, right?
I find it powerful enough to consider the ethical implications of releasing it, given I don't want to pull support from those who have worked hard to create multi-part scenes that get the community excited, by making it too easy to replay their scenes 100x over instead of at least throwing some support to get a fuller version of a clip-length or otherwise teased version of a scene.
edit: added a little clip of the fun I've been having the last hour or so, getting to better understand the game's physics. One reason for my playing w/ these physics is considering creating some highly "game-y" scenes... This would be somewhat of a spoiler, if I do, else I hope others use it to keep the quirky stuff coming (and the .. ya know.. erotic stuff is good too )
P.S. (still haven't used Timeline to tune any of these "animations" or "transitions" yet, but it's possible I start tying into it more as I get closer to releasing scenes myself.
Edit: Took on the POV as if I were standing on the little platform, made an adjustment trigger to call the next state when she reaches the 'blue ball', such that she can go full ragdoll as the next state (I giggled in VR).
Thanks to all who inspired my wacky creations w/ your wacky creations. Will shout you out when the time comes to release straight onto the hub.
From recent conversations, I'm going to try my best to explain its capabilities, as "Playmaker for Unity... for VaM... automated... minus the Nodes UI"...
If you have creative ideas involving replay-ability, especially live-adjustable, potentially never-repeating animations, a state machine is what you are looking for.
FAQ:
Q: How is this different from MacGruber's StateMachine?
A:
This 'SimpleStateMachine': Another very powerful tool, but with very different usages, and somewhat different logic vs. StateMachine. Each State is a snapshot of potentially EVERYTHING in the scene that is SAVABLE (plus some that are not). SimpleStateMachine is to StateMachine as StateMachine was to manually to setting up triggers and translations. It is a great plugin. Use SimpleStateMachine to create multiple states of StateMachine!
Imagine you could instantly save 20 backups of your scene, all with slightly different states, and edit each one, until they come together as a huge, 20-part scene. ...But imagine you could do it all without ever saving/loading a preset to disk, or entering a plugin or save/load menu... as if all scenes were lined up in front of you, without actually having to create 20 of the same Atoms. You just hit "next" and the scene changes to the next slot.
Or, imagine you have a set of routines you often play out, but you want the create differing or random versions of how those routines work out (wink, wink, see vids and use your imagination). Use SimpleStateMachine to play with with those states, and create them live, for playback later, or once you've looped through the states once, editing them, but not playing them back yet.
It works great as a simple "Undo" all by itself too, notably enough, but the purpose of the Undo is just to help you not accidentally mess up a state, and feel that negative feeling with knowing you now have to work to correct it.
What else? I'm not sure. It's a state machine. It's meant to make many things possibly, with more ease than I myself thought could be possible inside of VaM.
If I could come up with my video examples on the fly, I'm sure others can think of ways to use it, both as a creator tool, and as a player tool.
Another clue if you have made it this far: Notice the hand is not opening/closing in step with the movements, or are the clothes changes happening in step. But one of the states is activating an ExpressionRandomizer (almost makes it look as though she is talking), while another state is changing the base expression from frown, cute, etc. ... and reminder, until you get to use this, that there is no UI on my plugin for selecting what should be included in the state - no param geometry favoriting or dropdowns or anything of that - it just works in the background, aside from being told when to change state or move to the next state. You can use any other plugin to call those triggers - the beauty of components, right?
I find it powerful enough to consider the ethical implications of releasing it, given I don't want to pull support from those who have worked hard to create multi-part scenes that get the community excited, by making it too easy to replay their scenes 100x over instead of at least throwing some support to get a fuller version of a clip-length or otherwise teased version of a scene.
edit: added a little clip of the fun I've been having the last hour or so, getting to better understand the game's physics. One reason for my playing w/ these physics is considering creating some highly "game-y" scenes... This would be somewhat of a spoiler, if I do, else I hope others use it to keep the quirky stuff coming (and the .. ya know.. erotic stuff is good too )
P.S. (still haven't used Timeline to tune any of these "animations" or "transitions" yet, but it's possible I start tying into it more as I get closer to releasing scenes myself.
Edit: Took on the POV as if I were standing on the little platform, made an adjustment trigger to call the next state when she reaches the 'blue ball', such that she can go full ragdoll as the next state (I giggled in VR).
Thanks to all who inspired my wacky creations w/ your wacky creations. Will shout you out when the time comes to release straight onto the hub.