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  • Users: fusrodah
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  1. F

    Plugins AnimationPoser

    I am using [CameraRig] to parent game UIs, e.g. the in-game time, player status or whatever. Extra camera means extra performance impact, and the quality isnt worth it at all. The closest way I can think of is using POV plugin and then parent the game UI to headControl.
  2. F

    Plugins AnimationPoser

    I have tried, anchor atom [CameraRig] is selectable, but anchor control isnt. If you try to edit .animpose file AnchorAControl with "CenterEye", the file fails to load.
  3. F

    Plugins AnimationPoser

    A quick question - can [CameraRig] be anchored? I am able to parent an atom by editing the scene file with [CameraRig]:CenterEye, tested and it works, but any changes on the scene file would reverse the editing, which is quite cumbersome.
  4. F

    Plugins AnimationPoser

    Now I understand why my character has those flickering at the end of each walking cycle. Glad that you solve this! I saw similar bug before, when I try to parent the character with locator, which the locator was aligned with character's root using plugin (so its a character-locator-character...
  5. F

    Plugins AnimationPoser

    I can feel you bro. The most important thing is dont get burnt out, try not focus on one particularly difficult task and switch to something easier/funnier. Sometimes you have totally new thoughts after a night of sleep. If you feel exhausted, forget about AnimationPoser for a week lol Which...
  6. F

    Plugins AnimationPoser

    I can understand, I see the plans on github. What do I need to get started though, my coding knowledge is kinda limited (just MEL)?
  7. F

    Plugins AnimationPoser

    I think this is a trade-off, syncs and avoids vs animations with different controller dependencies, which can be a lot, if we talk about limbs there are 2^4=16 combos already, now if you want some arbitrary layer like head-lHand or chest-arm-hand, this number can be huge. Lets say you have a...
  8. F

    Plugins AnimationPoser

    I see the reason of having only one instance after I read your discussion above, but there is a challenge I am facing with. Technically speaking, loading a given layer is okay, as long as there is no layer that (has the same control) is competing the controller. And I am doing that. But it is...
  9. F

    Plugins AnimationPoser

    Thank you for your reply. Found two bugs in the non-playing tab, perhaps related to @cdgczta8 said in above post: 1. If you move the control without capturing, next time re-visit the same state via non-playing tab pathfinding, the state went to the moved position as if you have captured. e.g...
  10. F

    Plugins AnimationPoser

    Hi, is it possible to have message system switching role atom in runtime? I am anchoring the hand into, say, role [Main_chara]'s lGlute. Now, what [Main_chara] role is referred to, affects which girl's lGlute I am grabbing at. While the role atom can be switched easily on UI, it has to be...
  11. F

    Plugins AnimationPoser

    I understand how it works as a timer or boolean gates, what I dont understand is how it is working as counter right now. Doesnt seem like there are something that I can trigger +1 in poser. When I discover this markov chain concept, I soon find out how scalable it is. If it is one or two level...
  12. F

    Plugins AnimationPoser

    Yes, if distance and rotation check are available then I can saving up even more atoms for CUAs. On top of that, adding bool logic, string and float storage, random function, I am gonna rename your plugin into VaM GameMaker tool DELUXE lol (It was already a gamemaker tool for me) Distance...
  13. F

    Plugins AnimationPoser

    At this stage it simply is a button firing a message to location controller (the blue dot), that switch character destination to sofa from some random walking (I planned to fire location message in a sim-alike approach but that's something working in next phase.) Next, when the character is...
  14. F

    Plugins AnimationPoser

    First, there is an locatorControl atom that determines starting point (lets call it S), use NodeAlign to trace characters control position in run time. Next, an atom that determines the distance of next stride, the end point (lets call it E), which is parented by starting point. Now when...
  15. F

    Plugins AnimationPoser

    Okay nice to hear that, I was planning to add 7 extra plugins instances, each dedicated to a single IK control, but 8 plugin instances would be a hell to maintain with lol
  16. F

    Plugins AnimationPoser

    Lots of sweat and blood. Joking. AnimationPoser takes a huge part in it, but wouldn't be successful with other plugins, searchlight is needed to control the direction, NodeAlign to align foot step position, VUML for some string float boolean IO.
  17. F

    Plugins AnimationPoser

    This result is reasonably satisfied now, much less flickering, if you dont look at the shadow you barely notice that. Added a time control for pivot, to make sure it wont switch too early. The left right foot does clash when turning sometimes, but I am leaving this for later on when I find a...
  18. F

    Plugins AnimationPoser

    This is what I have achieved so far. Note that the distance of blue dot (location control) or red dot (pivot control) doesn't affect her pace. There are a few bugs I am tackling at: 1. It takes two sets of 3-point control setting up the path, and I am blending rotation based on searchlight...
  19. F

    Plugins AnimationPoser

    What was I thinking is that the anchor defines which girl, say, Alisa's Boob, is grabbed in the state. Now if this function works globally I can switch to Cathy by telling which plugin's target layer I am pointing at. That layer can have Controller added but not controlling the position (pos...
  20. F

    Plugins AnimationPoser

    I am not quite sure on this anchor. Can it be targeted globally, e.g. layers on other roles? If so, this can be interesting, I can grab anyone's boob easily, without NodeAlign atom and scripting which person to target with. If its limited inside plugin, still useful in saving numbers of clicks...
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