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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.
 
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