BuiltIn Hand and Finger Morph Manager

Plugins BuiltIn Hand and Finger Morph Manager

Update (ver.9):
1) I set a shortcut for the Save dialog. You can now access the Save directory immediately.
2) Reviewed the access range of the Load dialog.
3) "Preset_" is now added to the file name when saving the file.
4) Changed license from CC BY-NC to CC BY-SA.

Additional Information:
I don't know if it was my misunderstanding or if there was a change in VAM specifications, but with the current VAM, merge loading is not possible with Pose Presets, so if you want to perform merge loading, please use Morphs Presets.
Update:
At the request, I made it possible to control Pose Morph with UI sliders and Timeline via HandMorhpManager.
Functionally, there is no difference from operating Pose Morph directly with Timeline etc., but I think that the work will be easier because the specified parameters are gathered in one place.
Update:
1) Changed the standard save format of Hand Morph Manager to vap format. By changing the extension of the file name when saving to "json", it is possible to save in the previous format.
2) When saving as a vap file, you can load it as a Pose Preset with the standard function of VAM by adding "Preset_" to the beginning of the file name and saving it in "Custom / Atom / Person / Pose". In that case, please use Marge Load.
3) Hand Pose can be loaded directly from the VAM Pose file (vap / json).
4) Added a button to open the Pose folder. It is possible to display with "All Flattened" and "Add on Packages Flattened".
5) If there is only one Person in the Scene, you can directly load the Hand Pose from the Scene file (json).

HandMorphManager UI 7.png
It turned out that if you execute actions such as Load of Preset and Swap on the left and right using the trigger of Timeline, it may not work smoothly.
I'm guessing that it's because I use OnValueChange a lot to get the slider value.
The script has been significantly rewritten to change the method of getting the slider value.
Update:
1) I thought the slider list was too long, so I made it foldable.
2) Functions other than Save can be controlled by triggers such as UIButton. When loading with a trigger, specify the file name in "Hand Morph Manager File name" of "Receiver Target" before executing loading. "Saves/PluginData/handmorph" can be omitted when specifying the file name, but it cannot be omitted when reading from var. Also, "latest" cannot be used, and you need to specify the correct version number.
3) I have an option to save only the left and right selected data. Please be careful not to forget to save the necessary data when using it.
4) The default button on the slider now works correctly regardless of the value when loading the plugin.
HandMorphManager UI new1.png
HandMorphManager UI new2.png
Update:
1) You can now add images to save files.
2) I changed the format of the save file because it seems that images can only be attached to json files.
3) You can save only in json format, but you can read in both json format and handmorph format.
4) Since the json file is created independently, it may not be compatible. note that.

Bug fix:
Measures to be taken when "Hand Morphs to Default" may not work.
Update:
There was a bug in saving. The content of the bug will be a large save file.
Update:
When ".handmorph" does not exist in the file name at the time of "Save Preset", it is automatically completed.
The license has been modified to CC BY-NC.
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