entitycs submitted a new resource:
A simple state machine - It's time
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A simple state machine - It's time
#soon
Read more about this resource...
#soon
(edit: I'll come back and make this rambling more concise for those who may attempt to read it later, after I get some rest)Whilst I'm not entirely sure I understand what is happening in the example videos, I think I like the premise of this. Looking forward to seeing what it can do!
collection.AddRestorables(new SubSceneComponentSetRestorable<DAZHairGroupControl>(ContainingAtom));
collection.AddRestorables(new SubSceneComponentSetRestorable<MaterialOptions>(ContainingAtom));
collection.AddRestorables(new SubSceneComponentSetRestorable<DAZCharacterMaterialOptions>(ContainingAtom));
collection.AddRestorables(new SubSceneComponentSetRestorable<PhysicsMaterialControl>(ContainingAtom));
collection.AddRestorables(new SubSceneComponentSetRestorable<MVRScript>(ContainingAtom));
collection.AddRestorables(new SubSceneComponentSetRestorable<PhysicsSimulatorJSONStorable>(ContainingAtom));
collection.AddRestorables(new AppearanceSetRestorable<DAZSkinWrapMaterialOptions>(ContainingAtom));
collection.AddRestorables(new SubSceneComponentSetRestorable<FreeControllerV3>(ContainingAtom));
collection.AddRestorables(new SubSceneComponentSetRestorable<HairSimControl>(ContainingAtom));
collection.AddRestorables(new SubSceneComponentSetRestorable<ScaleChangeReceiverJSONStorable>(ContainingAtom));
collection.AddRestorables(new SubSceneComponentSetRestorable<SetTransformScaleIndependent>(ContainingAtom));
I agree, that is a "sticky" point.The biggest problem with all animation plugin is that all use fixed positions. If you want to hit sth and the position is not right it will be a miss. It would be nice to have a plugin that recalculates "routes" to get to dynamically changed position. Ie. slap high or smaller girl, enter high or smaller girl in doggy position.
I've read while researching asset creation, that it is best to release smaller components of your plugins or scenes first, so I have started releasing components that improve usability for my state machine. The first is a simple plugin to turn basic shapes and atoms into passthrough collision triggers. The native spherical CollisionTrigger Atom is great, but I wanted non-spherical shapes, and to be able to track my collider visually, ie. with a mesh. This was the easiest way I saw to...
The state machine? Or the 'collision-less collider trigger' plugin? You can follow entityCX on patreon to start downloading that, and other things as I'm ready to release for "insider testing" before I release them on here. The point of throwing people to a patreon (free), for now, is to have beneficial feedback in exchange for beneficial guidance, tutorials, and early access. I could even do a live screen share session or two to share live usage examples - might be easier than trying to highlight in several videos "everything" it can b e used for / how to use it alongside specific plugins or scene types.can i test it please
I understand completely what he is referring to. Basically, there is a very big issue in VirtAMate currently with animations and scenes. The problem being that they aren't very interchangeable. As a creator I get this question a lot. "Can I use my own looks in your scenes?" and whilst the answer is technically yes, there is a VERY big chance that using any look other than the one I designed the scene for will simply break the animations.I agree, that is a "sticky" point.
Let me see if I understand the idea. I'll put it in terms of walking.
If I turn the character controller 180%, I expect the walking animation to play in that direction.
But if I lower the player's hips, I expect the player to crab-walk the rest of the way, until lifted the hips back up again.
When I have pitched the ideas that Timeline and a StateMachine can be combined, I don't think everyone sees it the same way as you do, but I am one who does, if I understand your scenario.
I know Timeline has blending, and triggers, etc., but it sounds like you are saying, there should be components, such as "major key frames", such that when a major keyframe is reached, any changes made to particularly chosen aspects of its state will trigger a "re-blending" of that aspect, where it be main orientation, the target of an eye-gaze, the rigidity of a body part or clothing item... etc...?
The state machine and there is no link anywhere to your patreon and when I google it, no results show upThe state machine? Or the 'collision-less collider trigger' plugin? You can follow entityCX on patreon to start downloading that, and other things as I'm ready to release for "insider testing" before I release them on here. The point of throwing people to a patreon (free), for now, is to have beneficial feedback in exchange for beneficial guidance, tutorials, and early access. I could even do a live screen share session or two to share live usage examples - might be easier than trying to highlight in several videos "everything" it can b e used for / how to use it alongside specific plugins or scene types.
Your example is rather extreme. I thought about rather simple scenario:I agree, that is a "sticky" point.
Let me see if I understand the idea. I'll put it in terms of walking.
If I turn the character controller 180%, I expect the walking animation to play in that direction.
But if I lower the player's hips, I expect the player to crab-walk the rest of the way, until lifted the hips back up again.
When I have pitched the ideas that Timeline and a StateMachine can be combined, I don't think everyone sees it the same way as you do, but I am one who does, if I understand your scenario.
I know Timeline has blending, and triggers, etc., but it sounds like you are saying, there should be components, such as "major key frames", such that when a major keyframe is reached, any changes made to particularly chosen aspects of its state will trigger a "re-blending" of that aspect, where it be main orientation, the target of an eye-gaze, the rigidity of a body part or clothing item... etc...?
I use appearance load plugin with scale change off. This looks quite ok and is simple. There's more advanced plugin (can't recall name) that recalculate the limbs but it's too slow for my play.Some kind of plugin, or something, to just help kind of realign things in a way that automatically adjusts as required per the differences of limb lengths and such from the original look to the desired look would be ground breaking for creators and users alike.
Ah. I think I see now.Your example is rather extreme. I thought about rather simple scenario:
1. Let's assume that girl wants to slap a man
2. There are two minimum points - start of the hand and target cheek, but let's introduce 3rd point so the hand is not going in straight line (super strange for humans) but in arc trajectory - this is base animation
3. The hand can be in different position - the height of the girl is different, or there was different animation played before and the hand is not at hip but at shoulder already
4. The man's cheek can be on different height because man can be standing or kneeling
5. animation systems recalculate start and end positions and move all inbetween points so the overall trajectory remains arc
Having such system one could create a library of basic animations which could be combined to create complex moves. Because system would support small differences and take into account human moving system (minimize effort, muscles used for movement, natural trajectory of movement) we could get natural looking movement using closed number of animations. Currently each scene is done either using plugins which do single things (like thrusting, breathing) or using complex animation plugins like timeline where transferring animations between scenes is rather hard.
I use appearance load plugin with scale change off. This looks quite ok and is simple. There's more advanced plugin (can't recall name) that recalculate the limbs but it's too slow for my play.
Ah, sorry about that. It should be patreon.com/EntityCX. I was trying to avoid direct linking, but I guess it's okay?The state machine and there is no link anywhere to your patreon and when I google it, no results show up
The best would be if plugin automatically propose animations where start position is similar to end position of previous one - so they could be recalculated. In example: woman sits on a chair and next proposed animations would be stand up, put leg on leg, put legs aside, bend forward, lean on the chair backrest, put hands on knee etc. The calculation would be done during editing of the scene so it don't have to be super fast. Some animations would use just some part of the body (ie hand animations) - in that case only that part should match the existing end state. The best way would be to use single base library scene with all possible moves and predefined actors and add new animations to this base.it wouldn't be possible to jump between two extremely different states
Some rounds of testing revealed my first iteration of the in-game VR controller could explode on load, if a collider that is turned off via the helper plugin would collide with another object before VaM gives the plugin system a chance to choose which colliders to disable.
This has postponed the release of the in-game VR controller and the sample scene. Instructions for how to quickly set up the CyperPunkApt with Person item to create two "sane" states for getting to know the...
This uses the free CollidersAsTriggers plugin, to enable the three collision triggers around the sphere. This lets you use swipe gestures on the controller. You can move the side colliders further, higher, etc. This would be much more difficult with invisible sphere colliders, to say the least.
It also has a holding rig set up so that it will float all around one of your hands w/out ever colliding with it. Just pinch and flick to rotate into another position, and use the usual method to...
Scale is only a small factor of the problem, scale affects the overall size of the person atom whereas there are tons of different factors in limb length. Since leg length, arm length, forearm length, torso length, upper body length, lower body length, and so on are all individual morphs they are separate from Scale and therefore even if you do change the person atom scale it won't affect the actual morphs that affect the specific limb/body part lengths.I use appearance load plugin with scale change off. This looks quite ok and is simple. There's more advanced plugin (can't recall name) that recalculate the limbs but it's too slow for my play.