Lite SAT Demo
(SubScene Animation Triggers)
Requirements: SimpleStateMachine v11
hub.virtamate.com
Usage / More info: https://hub.virtamate.com/threads/simplestatemachine.62750/post-189907
Clips:
Low Res clip shows how to reach the SubScene Animation triggers
High Res clip is just letting the scene play out for a bit
And then there are the clips from the Build-Up post that was removed without a given reason, but I can make guesses as to why (ie. mods are upset with the behaviors of some individuals (who aren't us), but therefore the rest of us, especially skilled, eager newcomers, pay the price)
(SubScene Animation Triggers)
Requirements: SimpleStateMachine v11
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SimpleStateMachine - Plugins + Scripts -
Thank my early backers, esp. Vitlam, if you end up having fun with this. SimpleStateMachine Main goals: Help users build interactive, and sequential scenes, with less fear of making mistakes. Give the user a better sense of ability, without...
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Usage / More info: https://hub.virtamate.com/threads/simplestatemachine.62750/post-189907
Clips:
Low Res clip shows how to reach the SubScene Animation triggers
High Res clip is just letting the scene play out for a bit
And then there are the clips from the Build-Up post that was removed without a given reason, but I can make guesses as to why (ie. mods are upset with the behaviors of some individuals (who aren't us), but therefore the rest of us, especially skilled, eager newcomers, pay the price)
#soon
edits ... #now playing
Ready for free early access release to the first handful of people I can actively provide support for.
more edits... #forward-looking-ui-work
#post body
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. I see a lot of scenes with a plethora of the same Atoms, bunched together, that are then switched on and off. While I understand and appreciate the variety that yields, it is very hard on the eyes of the 'editor'. Without actually having to create 20 of the same Atoms, you can create 20 states for that Atom, only saving the non-default values on scene save, as a collection of that Atom's component states. Just hit "next" and the state changes to the next swappable state.
Or, imagine you have a set of routines you often play out, but you want the create somewhat random variations of how those routines work out. 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. It won't undo just the last little thing you changed, but the entire state of your SubScene or parented Atom tree. If you make every little change a state update, then, ofc, it does work that way.
What else? I'm not sure. It's a state machine in the building - which already makes many complex state switches much more easy than I 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.
more edits... #forward-looking-ui-work
#post body
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 things 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. I see a lot of scenes with a plethora of the same Atoms, bunched together, that are then switched on and off. While I understand and appreciate the variety that yields, it is very hard on the eyes of the 'editor'. Without actually having to create 20 of the same Atoms, you can create 20 states for that Atom, only saving the non-default values on scene save, as a collection of that Atom's component states. Just hit "next" and the state changes to the next swappable state.
Or, imagine you have a set of routines you often play out, but you want the create somewhat random variations of how those routines work out. 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. It won't undo just the last little thing you changed, but the entire state of your SubScene or parented Atom tree. If you make every little change a state update, then, ofc, it does work that way.
What else? I'm not sure. It's a state machine in the building - which already makes many complex state switches much more easy than I 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.