Timeline: LightningBunnyWorkshop

Plugins + Scripts Timeline: LightningBunnyWorkshop

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  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 take effect while the Float Curve Editor (bake page) is open; closing it reverts all modifications and does not affect the timeline data. Once you’re happy with the result, you can bake it with one click! I also kept the original single-chart mode, so you can still use your saved charts directly, and you can switch between the two modes at any time.


  1. AWAKENING provided the code: when the Split Position/Rotation feature is used, the split-out rotation target inherits the original target’s parent. The two controls are sampled independently.
  2. Fixed an inconsistency between the keyboard shortcuts and the button logic — the on-screen buttons for copy, paste and cut could behave incorrectly. Using the on-screen buttons for cutting and other operations no longer drops keyframes.
  3. Added speech recognition to the clip sequencer, inspired by MacGruber’s voice plugin. When you’ve accumulated too many action clips, finding them one by one becomes a hassle; now you can enable the master voice toggle on the “Animations” screen and simply say the name of an action clip, and the system will jump to it automatically.
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 uses a character bone’s rigidbody as the parent and requires a real-time recording pass to produce the keyframes.

4. Updated the documentation included with the attachment.
  1. Fixed an error in physics simulation baking.
  2. Improved the logic module for arc generation. Closed-loop shapes no longer require the first and last keyframes to match. When they differ in position, a spiral-shaped arc is now produced.
  3. Improved the controller grouping feature.
  4. Added a save mechanism for custom momentum/velocity curves, and one for the float curve editor. The interaction logic has been adjusted accordingly.
  5. Added a repeat parameter setting to several custom curves.
  6. Added a clear indicator showing when the timeline is locked.
  1. Reference baking and base-point baking now both include manual options for additive mode and replacement mode.
  2. Fixed the time range limit for skipping the start in the Action Sequencer’s save interface.
  3. Added support for custom momentum/velocity curves for float controls.
  4. Fixed the issue where controllers and deformations could not be placed in the same group.
  5. Added a new baking feature to the baking system: the “Float Curve Editor”, designed for rapid creation of float values. Dragging and adding control handles is controlled with the V key.
  6. Fixed bugs in the save and load animation features.
  1. Fixed the issue where the stepper did not display previews.
  2. Fixed errors in physics simulation baking.
  3. Added a time range parameter to the preset easing curves.
  4. Reworked some features and operational logic for position/rotation baking. Previously, multiple controllers used their own respective directions as a reference, which made overall character movement very cumbersome. Now, you can select one controller's direction as the parent reference for unified movement, making it much easier to use and understand. (Highly recommended to try it out!)
  5. Rewrote the feature description document for the plugin's baking system and added a new editing features document.
  6. Added two HTML-formatted documentation attachments. I have sent these before, but this time I have updated them with the latest changes and thoroughly reviewed most of the feature descriptions (which were previously written by AI). I corrected inaccurate descriptions, expanded overly brief explanations, highlighted important content, and included usage instructions for newly added features. Feel free to download them if you are interested.
  1. Added base point baking, placed within the reference baking interface.
  2. Fixed the time scaling feature.
  3. Fixed the issue where various storage targets could not be added.
  4. Fixed the issue where mirror baking was interfered with by existing motion.
  5. Fixed the issue where flip baking did not include the head when the upper body was selected.
  6. Optimized the loading logic for reference baking.
  7. Added a semi-recording mode and a new shortcut key next to the animation play button. When activated, the button turns green, allowing keyframes to be added while the animation is playing.
    During this mode, dragging any controller will write keyframes at a sample rate of once every 0.3 seconds. This feature is similar to the original animation recording, but without the need to manually enable recording or select which controllers to record. It only writes keyframes for the controllers being dragged, and only during the actual drag period, without affecting the overall animation length. For example, in a 10‑second animation, if you drag a controller from the 3‑second mark to the 5‑second mark while playing, the motion of that controller between 3 and 5 seconds will be overwritten, while motion at other times remains unaffected.
    Additionally, the semi-recording mode supports undo, restoring the state to before playback in a single step.
  8. Fixed the issue where deformation controls were incorrectly mapped to objects after saving and reloading the scene.
  1. Fixed the strange rotation bug in action clipping.
  2. Fixed the issue where files would rapidly expand in size after saving.
  3. Fixed problems with importing and exporting animations.
  4. Fixed the issue when using the shortcut key for -1 second.
  5. Added documentation for feature descriptions.
  6. Optimized the arc generation effect; it now works better.
  1. Added new features, such as Momentum Baking, Lighting Expressions, and Momentum Editing Curves.
  2. Optimized the timeline editing interface and fixed numerous bugs.
  3. Fixed issues with action editing.
  4. Improved the operation workflow
  5. Added Ruvik finger parameters to the mirror and flip baking functions. Now, any finger keyframes created with this plugin can be directly flipped to the opposite sid
  6. Added Ruvik finger parameters to the motion clip baking function. It can now simultaneously save controllers, deformations, and finger bones as a single clip.
  7. Added a left-right flip function to motion clips. Now, even saved finger and controller data can be set to flip left-right at load time.
  8. The pre-added deformations and controller presets will now save grouping information as well. The next time you load them, they will be added according to the previous groupings (including the names).
  1. This version improves the sampling method for most baking functions: Action Editing, Non-Incremental Mode for Rotation Position Offset, Momentum Boost, and Reference Baking. Previously, fixed-time sampling was used, which generated a large number of extra keyframes and produced less accurate results. Now, sampling is performed based on the actual keyframe positions, significantly reducing the number of keyframes. The main significance of this change is that it greatly facilitates secondary editing. (Most important)
  2. Fixed the looping method in the previous Action Editing feature. The loop interval and the option to ignore preceding time can now be set properly (after repeated testing).Keep in mind that any action clips you made before this update might break — you'll need to recreate them.
  3. Added a new shortcut key: Ctrl+B can now be used to key all selected controllers at once. If no controllers are selected, it will key all body controllers instead. The logic is the same as that of the original timeline, with the addition of this shortcut operation.
  4. Added keyframe snapping logic to the time range settings in various interfaces, including Custom Speed Curve, Action Editing, Reference Baking, Flip and Mirror Baking, etc. This makes selecting time ranges much easier and more convenient.
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