Hey!Hi there,
Sorry if this was already asked - if there's a search function in this forum I could not find it.
Anyway Bodylanguage sure is a banger AFAIC *but* there are 3 important things I miss (and if they're there, it's not for lack of searching)
1) saving expressions and cloth state per pose.
Cloth... could be handled with triggers as they don't typically change a lot in a scene... but expressions? It's quite odd bc BL pose me does store all the poses BUT facial expression. And this one need to change at every pose
2) sparse "playlist" control for going to one pose from another. One simple solution would be to have a "random to level" option for the pose navigation. In general the way timeline handles this looks powerful enough to me. But I don't want to use the two at the time - the whole point (well, one of them) of BL is that it's agile.
3) sync of forces. With the randomisation it makes it impossible to sync most forces between one another. This severely limits practical use case for them.
You *can* sync the fill me forces to the female thrust but nothing of the sort for the general movement offered in "pose me". What if one want to girate hips while there's a thrust?
Now I understand this last point is super tricky on how to tackle it. One could consider torque.. circular etc option has to be added in fill me for instance. But as I understand it now, I don't see how to make it work
Anyway, thanks again for the phenomenal work.
1) Expressions: BL has it's own expressions, and they should change based on the action happening in the pose. They might be too subtile for your taste, but that's how it is right now. And saving external expressions on top of it might ruin the experience because of overlapping. Furthermore, saving expressions in a pose is not a good practice in my opinion. I can already see the results in dozens of scenes referencing the BL resources (where my morphs reside) but not the actual BL plugin. This is because they have BL active while creating, then storing their timeline poses with morphs being ticked on. So the BL expressions are stored in the pose and hence being referenced, regardless if BL is actually referenced in the scene. I don't want to contribute to this madness. My poses only store hand morphs. That's it. You can change expressions using the OnPoseEnter/Exit triggers if you really need to.
Clothing: What is a "cloth state"? Material settings? Undress state? The threshold too? You can see where this is going. I had to replicate all built-in clothing options for each and every piece of clothing currently active on the model to account for everyones needs. And even if I'd do that, people would complain not having the option to change any of the the males cloths, or other females in the scene... Simply load a clothing preset OnPoseEnter/Exit.
2) Not exactly sure what you mean. Have a look in the levels tab. This way you can have forward/backwards buttons to proceed in the scene. By default, all pose buttons of the current level are shown. But if you press "Toggle Pose Buttons" only the quick navigation is shown in the upper right corner (or on the world canvas, if you have set it up in the "Input" tab).
3) Exactly. VERY hard to accomplish. Enhanced syncing is on my (very long) todo list, but I'll probably never get to the state where one could sync an arbitrary movement with an arbitrary component of the thrusting in FMU. Besides the math being complicated (especially with the upcoming update featuring smooth pose transitions), the sheer selection process in the UI would be a nightmare.
EDIT: I don't actually have to replicate the clothing options, as I could fetch them from the current setup. But this would slow down pose selection tremendously, because I not only had to restore all the settings of each clothing active, I also had to iterate over all of the 4k items installed to remove them if not listed - each time you apply the pose. And I want the poses to be interchangable between scenes (Extract tab). What if the new scene has another outfit and you want to keep that? I had to set up a toggle in the Extract tab to decide if clothings should be loaded from the save file or not. Anyway, this has a VERY long tail...
Last edited: