• Hi Guest!

    We are extremely excited to announce the release of our first Beta1.1 and the first release of our Public AddonKit!
    To participate in the Beta, a subscription to the Entertainer or Creator Tier is required. For access to the Public AddonKit you must be a Creator tier member. Once subscribed, download instructions can be found here.

    Click here for information and guides regarding the VaM2 beta. Join our Discord server for more announcements and community discussion about VaM2.
  • Hi Guest!

    VaM2 Resource Categories have now been added to the Hub! For information on posting VaM2 resources and details about VaM2 related changes to our Community Forums, please see our official announcement here.
Animatis

Plugins + Scripts Animatis

Download [1.14 MB]

Animatis Update – New Features & Improvements


✔ Feature 1: JSONStorable Actions for External Control


Animatis can now be controlled directly from other plugins (LogicBricks, Timeline, scene triggers, etc.) through new JSONStorable Action endpoints.


New actions added:


  • PlayTargetAnimation – Play an animation by name
    (Set the TargetAnimationName string parameter first)
  • PlayNextAnimation – Jump to the next animation
  • PlayPreviousAnimation – Jump to the previous animation

Existing actions:


  • PlayAnimation
  • StopAnimation
  • ResetAnimation

These actions make Animatis fully trigger-friendly and ideal for building complex scene sequences controlled externally.




✔ Feature 2: Enhanced Copy/Paste System (Selective Keyframe Copying)


You now have full control over what type of keyframes are copied:


  • Copy All Keyframes
    Copies everything at the current time (original behavior)
  • Copy Controllers Only
    Copies only controller position/rotation keyframes
  • Copy Morphs Only
    Copies only morph keyframes

Use cases include:


  • Copy a hand pose without affecting body position
  • Copy a facial expression without touching controllers
  • Duplicate complex timing moments across the animation

This massively improves precision and reduces accidental overwriting.




✔ Feature 3: Per-Animation Target Control (Enable/Disable per animation)


Animatis now supports animation-specific target toggling, giving you granular control over what each animation affects.


New behavior:


  • Global targets are still shared across all animations (as before)
  • But now you can enable or disable individual controllers and morphs per animation
  • UI clearly marks disabled targets with [DISABLED]
  • Color-coded toggle buttons (green = active, orange = disabled)
  • Fully saved/loaded with the animation data

Examples:


  • Disable hand controllers in an “idle” animation, enable them in a “wave” animation
  • Keep some morphs static while animating others
  • Mix keyframed and non-keyframed targets inside the same animation clip

This gives Animatis a level of flexibility similar to advanced animation editors.

The Visual-Tab is a possible future im thinking implementing but as of now its marked as "(Coming soon)"


🐞 Bug Fixes


  • Fixed the loop trigger boundary bug — triggers now fire correctly when wrapping from end → start
  • Improved morph blending to prevent overshoot and instability in rapid transitions

1764709740044.png
nothing new, just updated license.
Animatis Update - Animation Transition Fix

Fixed Issues:
1. ✅ Animation transitions now work correctly - Animation 2 (and subsequent animations) now play properly when
using the "Next Animation" feature
2. ✅ Added "Add Default Controllers" button - Quickly adds all 7 main controllers (head, chest, hip, left/right hands, left/right feet)
to all animations with one click
3. ✅ Fixed animation dropdown sync - The animation dropdown now correctly updates when animations transition
automatically

Technical Fixes:
- Fixed infinite loop where transitions were being called every frame, causing the destination animation to get
stuck at ~0.04 seconds
- Added check to prevent Animation 1 from continuously advancing past its end and re-triggering transitions
- Fixed currentAnimation not updating correctly when user had manually switched animations in the dropdown
- Clamped animation time to duration to prevent overshooting during transitions


How to Use:
1. Set Loop OFF on Animation 1 if you want it to transition to another animation
2. Set "Next Animation" to the animation you want to play next
3. Animation 1 will smoothly crossfade to the next animation when it finishes
4. Use the new "Add Default Controllers" button to quickly add common controllers to all animations
Here is a small but crucial fix that was overlooked.

Big "thank you" too oppai500 for pointing out the save issue 🤗

So what was fixed? :

1. ✅ Save dialog - Now shows text field and save button properly
2. ✅ Removed broken defaultVal API call - Morphs now reset to 0 safely
3. ✅ Fixed dictionary crash risk - Now checks if key exists before accessing
4. ✅ Added error handling - Trigger restoration won't crash on bad data
Animatis - Update Log 1.4.5

Recent Improvements

🎬 Smooth Animation Crossfading
- Animations now blend smoothly between each other instead of snapping instantly
- Set "Transition Time" (0.5-2 seconds recommended) for silky-smooth transitions
- Controllers and morphs fade seamlessly from one animation to the next
- Set to 0 seconds for instant transitions (old behavior)

🎯 Hold Final Pose
- Non-looping animations now stop at their final keyframe instead of resetting
- Characters hold the end pose naturally (perfect for gestures, dance moves, etc.)
- No more jarring snap back to the start position
- Manual "Stop" button still resets controllers if needed

💡 Why This Matters:
- Professional feel - Transitions look polished and natural
- Better UX - See exactly where animations end
- Creative freedom - Chain animations together smoothly with crossfading

How to use crossfading:
1. Create two animations with keyframes
2. Set Animation 1's "Next Animation" to Animation 2
3. Adjust "Transition Time" slider (1 second = smooth blend)
4. Play Animation 1 - watch it smoothly crossfade into Animation 2!
Animatis Update - Version 1.4.4

🎯 Major Fixes:

Animation Interpolation Fix
- Fixed critical issue where controllers would "take off" in wrong directions between keyframes
- Implemented linear tangent interpolation for smooth, predictable movement
- Animations now move in straight lines between keyframes (no more unexpected curves!)

Morph/Param Selection Improvements
- Fixed bug where morphs would disappear when opening the Param dropdown
- Param list now correctly shows ALL available parameters from selected storable
- Increased dropdown panel height for better visibility (400px → 800px)
- Added extra scroll space at bottom of UI so you can access all morphs in long lists

Morph Default Value Fix
- Fixed issue where morphs wouldn't reset to default after animation stops
- Morphs now automatically restore to their default values when animation is stopped
- "Default" button on morph sliders now works correctly with animated morphs

Save/Load System - MAJOR FIX!
- Controllers and morphs now properly load from saved presets
- Global targets lists are correctly rebuilt when loading animations
- Save dialog now shows ALL existing presets (fixed file browser issue)
- Presets now work exactly like Timeline's preset system

✨ Improvements:

Better Morph Workflow
- Storable/Param dropdowns now work correctly for all float parameters
- "Add Favorite Morphs" button pre-fills list with your favorite morphs for quick access
- Can now animate ANY float parameter from ANY storable, not just morphs

UI Enhancements
- Improved scrollability - no more hidden UI elements
- Larger popup panels make it easier to find and select morphs
- More intuitive workflow for adding parameters to animations
- Consistent save/load dialogs

🔧 Technical:

- Unity 5.6 compatible keyframe handling with manual tangent control
- Optimized animation curve tangent calculations (0 tangent = linear)
- Proper morph state restoration on animation stop
- Global targets rebuild on preset load
- Comprehensive debug logging for troubleshooting
- Fixed VaM's needsStore integration
- Cleaner code structure and better error handling

---
Note: This update fixes the most commonly reported animation quality, morph control, and save/load issues. All
previously saved animations will need to be re-saved with this version to gain the new save/load features!

Thank you guys for your feedback and idea`s, im learning as i go so this has been very interresting too do. As always if there are other issues or ideas they are more than welcome. i cant promise i will include everything, but we will see :)

✅ Animatis Update – Improved Morph Target Control


A new quality-of-life update is here!
(Thanks to ajtrader23 for the suggestion! 🙂)


Animatis now includes a clean Storable/Param selection system inside the Targets → Morphs tab.
This gives you full control over individual morph targets — without forcing you to add every favorite morph at once.




🔥 What’s New


✔ Storable + Param dropdowns


  • Storable lists all storables on the atom that contain float parameters
  • Param lists all available parameters for the selected storable
  • For geometry, Param now shows favorite morphs only (the ones you ⭐ in the Morphs tab)

✔ Add Single Morph Targets


You can now add one favorite morph at a time, just like in Timeline — no more importing dozens at once.


✔ Favorites Sync → Clean Param List


The “Add Favorite Morphs to Animation” button no longer adds anything directly.
Instead, it now:


  • Sets Storable = geometry
  • Fills the Param dropdown with only your favorited morphs
  • Lets you pick exactly which morph you want to animate

A cleaner and more controlled workflow.




🎮 How to Use the New Morph Target Controls


1. Mark favorite morphs


Go to the character’s Morphs tab and ⭐ mark any morphs you want to animate.


2. Open Animatis → Targets → Morphs


You’ll see the new Storable/Param interface.


3. Press “Add Favorite Morphs to Animation”


This prepares your morph list:


  • Storable switches to geometry
  • Param now lists only your favorite morphs

4. Choose a morph from the Param dropdown


Pick the exact morph you want to animate.


5. Press “Add Selected Param”


This adds only that morph to Animatis’ target list.




⭐ Final Note​


This isn’t something revolutionary — it’s basically the same workflow used in the amazing Timeline plugin by Acid Bubbles.
(And seriously… if you haven’t tried Timeline yet, what are you even doing here!? Go get it! 😄😄)


But this is a much better solution than the previous system in Animatis, and I really appreciate all of you for your suggestions and for helping this plugin grow. Thank you! 🙏
Ok this is a major update i hope you all like it :)


You can now fire triggers at precise moments during your animations! Perfect for creating complex, fully automated
scenes.

What's New:
- ✨ Trigger Tracks: Create multiple independent trigger tracks per animation
- ⏱️ Keyframe Triggers: Add triggers at specific times on the timeline
- 🎨 Named Tracks: Organize triggers by purpose (Clothing, Expressions, Audio, Lighting, Effects, etc.)
- 📊 Visual Timeline: See all your trigger keyframes in the VISUAL TIMELINE tab
- 💾 Full Persistence: Trigger tracks save/load with your animation presets

Use Cases:
- 🔥 Undress clothes at 5s, redress at 15s
- 😊 Change facial expressions during key moments
- 🔊 Trigger audio/moans synced to motion
- 💡 Control lighting/effects during animation
- 🎬 Chain complex event sequences

How It Works:
1. Go to TRIGGERS tab
2. Click "+ Add New Track" to create a track
3. Rename tracks for organization (Clothing, Audio, etc.)
4. Scrub timeline to desired time
5. Click "+ Add Trigger at Current Time"
6. Configure what the trigger does
7. Repeat for all your timed events!

Triggers fire automatically during playback at their exact keyframe times - no more manual timing!

Perfect for:
- Multi-stage animations with clothing changes
- Expression changes synced to animation peaks
- Audio triggers at specific moments
- Complex scene automation

please give me feedback wether its good/bad or if you find anything thats off.
a quick update :

1. ✅ RefreshTargetsList only refreshes when on Targets tab (prevents UI from wrong tabs appearing)
2. ✅ ResolvePendingTargetsNextFrame checks current tab (same protection)
3. ✅ TargetsListUI properly removes spacers (prevents UI elements from moving down)
4. ✅UI elements will stay on their own tabs and won't jump around when you add controllers/morphs
5. ✅Critical save/load bug is FIXED

Animatis v1.4 – UI Update


This update improves clarity and workflow across the whole plugin.


What’s New


  • Unified Animation workspace: Animation tools + Timeline together on one screen.
  • Clean right-side Timeline panel: All keyframe tools grouped for faster use.
  • New Targets Hub + Manager: Simple overview for beginners, advanced editor for adding controllers/morphs.
  • Controllers/Morphs subtabs: Only one list shown at a time for better readability.
  • Improved tab and scroll behavior: No more UI jumping when switching tabs.
  • General visual polish: Better spacing, cleaner layout, more professional look.
As of now i have kept the timeline tab , it works but is not needed since ive moved it into animationTab. however im trying different approaches so for now it will stay there.

Feedback is welcome — this update is the first step toward an even smoother Animatis experience!
Back
Top Bottom