mmd2timeline

Plugins mmd2timeline

sfishere updated mmd2timeline with a new update entry:

v1.4f1 Feature Optimisation

It's a minor version. But the fixes are useful. Only the Player has been fixed.
  1. Changed the handling of Camera Scale and Y-axis Scale. These two options have now been moved to the Settings module as global settings.
  2. Improved the handling of adjusting camera settings. You can now see the camera position change as you adjust the parameters.
  3. Added the option to set the Base Centre Height in the Settings module, you can now set the base height position of the person without...

Read the rest of this update entry...
 
why is only 15 seconds long and how can I loop it?? I thought this converts it to timeline keyframes
 
why is only 15 seconds long and how can I loop it?? I thought this converts it to timeline keyframes

The information you provided is insufficient to determine what issue you are encountering.

There are three cslist files in the mmd2timeline plugin:
1. Player.cslist - This is a real-time playback plugin that you can use to play MMD directly.
2. mmd2timeline.PersonAtom.cslist - This is a plugin for converting Person motions to timeline keyframes. You will need to attach it to the Person atom, then follow the steps on the plugin interface to convert motion VMD to timeline data.
3. mmd2timeline.CameraAtom.cslist - This is a plugin for converting Camera motions to timeline keyframes. You will need to attach it to the WindowCamera atom, use it to load the camera VMD file, and follow the interface instructions to convert it into timeline data.

Regarding the timeline conversion feature, Shadow Venom has written a guide for use, which you can refer to for reading.



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This is my first time using your awesome plugin. My immediate reaction is: WOW !!!! Thank you, thank you, thank you.

I have a question about multi-dancer use cases. As you know many MMDs featuring multiple dancers require all of the characters to be placed at a common origin. (Offsets within the VMD move the characters to the correct location upon start of the animation). To prevent explosions and stuck body parts, the solution would be to turn off "Collision" for all of the characters (at least until after the animation starts). But for some reason, VAM keeps re-enabling collisions leading to bad outcomes.

This is especially problematic when re-opening a saved scenario. At file open, all the characters start at the same spot leading to explosions.

I don't know if there is anything you can do about this. I just wanted to flag it in case you have a creative solution.

Thanks for your hard work.
 
This is my first time using your awesome plugin. My immediate reaction is: WOW !!!! Thank you, thank you, thank you.

I have a question about multi-dancer use cases. As you know many MMDs featuring multiple dancers require all of the characters to be placed at a common origin. (Offsets within the VMD move the characters to the correct location upon start of the animation). To prevent explosions and stuck body parts, the solution would be to turn off "Collision" for all of the characters (at least until after the animation starts). But for some reason, VAM keeps re-enabling collisions leading to bad outcomes.

This is especially problematic when re-opening a saved scenario. At file open, all the characters start at the same spot leading to explosions.

I don't know if there is anything you can do about this. I just wanted to flag it in case you have a creative solution.

Thanks for your hard work.

Thank you for your feedback. I have noticed this issue and it may be addressed in a future version. Possibly. I am really resistant to debugging multiple Persons. Ahh...
 
Hi. Sorry for the late reply. I was away for a few weeks with no access. (No, I was not in jail. LOL). Yea, multiple person is tricky. Perhaps your code requires this, but it might be easy to not default to collision on at reset. I turn off collision to set up the MMD, but any sort of reset causes an explosion of collisions.
 
Hi. Sorry for the late reply. I was away for a few weeks with no access. (No, I was not in jail. LOL). Yea, multiple person is tricky. Perhaps your code requires this, but it might be easy to not default to collision on at reset. I turn off collision to set up the MMD, but any sort of reset causes an explosion of collisions.
Using a plugin that executes specific trigger commands during scene preloading might at least alleviate this issue. Disable the physical collisions of all person atoms during the scene loading process.
 
I've been using this plugin exclusively for the past 3 months, literally in every scene I make, it's simply awesomely amazing!

I only have one issue that relates to the initialization process where it automatically includes every actor it finds (I usually have 3 to 6 actors) within the scene which in turn causes many issues in the process, especially if I plan to not have them use any VMD motions, usually because I have them using timeline anims or separate static poses etc. of which the auto motion assignment adds frames (Default A-Pose) to the timeline, destroys the actors pose and activates all the Actor's controllers of which then I have to turn them off on each of the "extra" actors.

The initialization process also turns the collision on all the actors... which is disastrous in my case and would definitely lead to physics going bananas on multiple actors.

It would have been bearable if this happens once, but this keeps happening every time I load a new motion folder and eventually gets frustrating the more motions I load.

On previous versions ( v1 / Oct 26 '23 and prior) I managed to avoid any issues by disabling the actors before loading any motions/folders and reenable them after I initialize the scene with the actors that I want to include in the motions/dances and it just works after throwing a couple of error, but it worked, with the later versions, mmd2timeline refuses to playback all motions if initialized with disabled actors in the scene... so, yeah, it bummed me out quite a bit to be honest.

It would be awesome if there's a way to pre-define the actors mmd2timeline would use and ignore the rest unless I tell it to include them as well (maybe a drop down in the settings plugin where you can choose the atom/actor you want to include individually?)

While not "needed", but as a convenient touch, a separate left/right joins manipulation would be great as opposed to the currently mirrored offering.

With that said, I'm absolutely enjoying the heck out of mmd2timeline and can't imagine me using VAM without it.
Best of luck and thanks a bunch! :D(y)
 
Im new to Vam, vamx etc, having tried before and given up, I decided to try again. I was saying how VAM seems like a more beutiful version of waifu sex simulator but with out the user friendly animations, I was told of your plugin to play VMD files.
So I created a MMD folder, I copied the Sexymi folder from WSS into the the mmd folder.
I added the player plugin into a person (took some figuring out)
I imported the folder in the plugin
I went to the custom ui option of said plugin.
I changed camera to none (im in vr and camera in vr is a bad idea for that lol)
I saw sexymi.wav was selected as the music (at work so it may be a different section, but it was clear that was the music)
The person motion was all set to none, and i could not select sexymi.vmd as the motion, it just didnt show.
I assumed it may be loaded automatically, but clicking play did nothing.... I tried other vmd folders.... but to no avail.

Is there a step by step guide to using your plugin to play the vmd files? what did i do wrong?
 
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