Hi, not at present, but it's a good idea, adding speed control might help vary things a little. I'll look into it when I get some time.
Hi, not at present, but it's a good idea, adding speed control might help vary things a little. I'll look into it when I get some time.
Hi actually, you can change the speed of in individual animation by changing the duration. Eg if it's 5s and you change it to 10s that will halve the speed. There's no global speed setting though (which is what I figured you meant)
Hi actually, you can change the speed of in individual animation by changing the duration. Eg if it's 5s and you change it to 10s that will halve the speed. There's no global speed setting though (which is what I figured you meant)
Hi sorry for the late reply, I've been inactive for a bit. Could you send me an example of the packed file - it must be how I'm storing the reference to the morph. I'll take a look (if it's not too late)Hi! I truly love your tool and I spend a month developing a full set of animations and I'm super happy with that but now that I'm packing the scene the plugin doesn't work (in the scene and preset that are packed only, it still works great in the scene and preset they are made from) :/
To be more specific, in my packed scene I can see your plugin making it's work as it should and going through the animations I made, but it's not activating any of the morphs I used, except the ones that are built in VAM, those are the only ones that still works. For example not one of AshAuryn's is activated in the packed version of the scene (even though they were detected and put as dependencies), and if I go to look to one of the animation I made, I can see that the curbs are still there and the the morphs are referenced but they are not activating. Now, if I go find that same morph that should be activated and add it to this same animation, even though it's already present, it will add it (wich your plugin usually prevents) and this time the one I add will work (but the other still won't).
> So I'm guessing it's maybe that when I'm packing my scene and animations in the .var the morphs that comes from dependencies are not at the same path anymore for the plugin, or something like that? What can I do then? Or did I do something wrong?
I'll add one more wish for the future: Timeline morph template export (for later baking).
Timeline is certainly a powerful tool, but adding morphing (in the form of triggers) is incredibly difficult. It takes 2 to 5 minutes to find just one, and there can be over 20 of them in animations.
As a result, a simple action takes at least half an hour.
--
After experimenting, I came up with a simple way: manually edit the preset timeline.
It's a breeze! We just need to pop all the morph names from the MicroExpressions preset into the preset blocks of the Timeline.
View attachment 543882
Then load the preset
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bake the keys.. Done
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Would be really interesting to see what you've done with it.
Hah that's so cool! Really does bring her to life! Love the music. I'm kind of inspired to do some more with it now._
To be honest; I didn't do anything Much.
but you can watch my attempts on this video. This video doesn't show how I baked keys in timeline, As it's all done in a text editor (I didn't record this process)
Hi! Thanks for your reply! It's clearly not late, I'm building a lot of things with your plugin and I can't wait to share it, thanks again for this awesome tool.Hi sorry for the late reply, I've been inactive for a bit. Could you send me an example of the packed file - it must be how I'm storing the reference to the morph. I'll take a look (if it's not too late)
Bug Fixes:
- Fixed an issue with morphs not working after packaging a scene
Thanks for the detailed report!Hi! Thanks for your reply! It's clearly not late, I'm building a lot of things with your plugin and I can't wait to share it, thanks again for this awesome tool.
I made a scene to easily see the problem with only 3 "animations", one being made with a morph from this AshAuryn pack, the other with a built in morph, and finally one of a custom morph.
I can't send a .var here but here's the .json files of the two versions of the scenes:
-The unmodified .json is as it is after packing the .var with the package builder.
Launching that scene will only have the built-in morph working. It won't find AshAuryn's nor the custom one even though its path is correct (being correctly packaged in the var under Custom/Atom/Person/Morphs/female)
-The modified one is the workaround I'm gonna use for my scene for now, copying back (on the paragraph concerning your plugin) the original text, as written before being packaged.
Launching this scene will have the built-in morphs and AshAuryn's working, but not the custom morph (which in its case is logical because it has now the path as it's supposed to be on my computer, so putting a copy of the morph in your personal Custom/Atom/Person/Morphs/female folder will make it work).
In conclusion:
-The plugin recognize the built-in morph in any case, the path being the same in both versions.
-For a morph from a dependency (like AshAuryn's in this example) it recognize this "Id" : "AshAuryn.AshAuryn's_Assorted_Expression_Pack_with_75_Morphs.7:Custom/ etc but not the package builder's "Id" : "AshAuryn.AshAuryn's_Assorted_Expression_Pack_with_75_Morphs.latest:/Custom/ etc. (difference is only the number of version, here .7, being replaced by .latest)
-For custom morphs it won't find the one in the package "Id" : "SELF:/Custom/ etc but will find the one on your personal files with the original path "Id" : "Custom/ etc. (so SELF:/ is what it does not recognize)
Yaaay! That's awesome, I was just thinking about this today, that's super great news to me! Thanks a lotThanks for the detailed report!
I think I have fixed it, looking at other plugins, they all seem to load morphs by their display Name instead of uid maybe for this reason exactly. The fix was to use Display Name instead of the UID for lookups and storage. Hopefully this fixes the issues. Existing scenes should work fine.
Please let me know if you spot other issues, and sorry it's taken so long to fix.