● Fixed Bug
- issue : fixed the issue where the Filter value was not reset when pressing the Clear button.
- issue : fixed the issue of CustomUIPanelResizer not being visible when undocked
Please upload a screenshot or a short video. ^^ The issue needs to be reproducible in order to be resolved.Any changes I make to the gain value is not registered, despite pressing the "Apply" button. Is this a bug or me missing something?
(The plugin is attached to an Empty-Atom, btw.)
To end on a high note: great plugin even when only using values +-1!
I could not reproduce the issue of the gain value not registering.Please upload a screenshot or a short video. ^^ The issue needs to be reproducible in order to be resolved.
@BossG , after checking, it is indeed a bug.I could not reproduce the issue of the gain value not registering.
After restarting VaM, the gain value was applied properly and everything worked as intended.
Sorry for the stirrup.
Back to creating ballistic curves with this gem of a plugin...
Could there possibly be a function to do a negative tether on values? For instance: morph A = 0.1 then morph B is automatically = 0.9, if morph A changes to = 0.2, then morph B automatically changes to = 0.8 and so on.14mhz updated MultiCurveMapper with a new update entry:
MultiCurveMapper v0.3 20260528
Read the rest of this update entry...
val += shift;
val *= gains;
(0.1 - 1) * -1 = 0.9
(0.2 - 1) * -1 = 0.8
1. Thanks! I'll try that when I have a chance.김영오님?
1. about negative tether on values
The calculation formula of the filter is very simple.
The negative tether you mentioned can be implemented as follows: By setting shift = -1 and gain = -1,C#:val += shift; val *= gains;
2. As you said,,, so that you could draw segments and then have the plugin choose random segments to play ...C#:(0.1 - 1) * -1 = 0.9 (0.2 - 1) * -1 = 0.8
I don’t quite understand what you mean. Could you please explain it a bit more?
The random playback feature is not currently supported.1. Thanks! I'll try that when I have a chance.
2. Meaning you have a set of clips, say 10 of them, each a hand drawn path for 10 different morphs. You press play and the plugin randomly selects one of them, plays it, then randomly selects the next one out of the pool of 10, plays it and so on. Is that possible too and I haven't understood that yet or...?
● Updates
- issue : changed the tab-level save location to \\MultiCurveMapper\\tab.
- issue : UI response speed has improved dramatically (can verify it yourself by running Plugin).
● Fixed Bug
- issue : fixed bug where filter value Apply/Cancel malfunctioned. (report by @BossG )
- issue : resolve hidden errors caused by graphic cyclic loops in Unity when editing graphs.
hi 14mhz,The random playback feature is not currently supported.
Hello, @FantasiWrapperhi 14mhz,
- a+++ on your demos for multimapper, as usualVery thorough, and illustrative of potential.
- would +1 request for eventual rando playback
Love the custom graph. For my usage, find am so far anyway, using one morph per tab and triggering that.
The longer time period with Pro sure adds a nice variation, and is probably just about right maxed out for my needs.
Ideally, would prefer one morph (maybe odd time 2) per tab, but alot more tabs. And that would make the random option make more sense maybe?
Two versions maybe? No idea if viable/interested.
Just sharing some rando feedback.![]()
That sounds great!Hello, @FantasiWrapper
In the upcoming version, this will be implemented with the following considerations:
(1) Random playback is executed according to tab-level invocation.
(2) If the chosen graph is empty or identical to the last one, another will be selected.
(3) If the randomly chosen graph has a loop property, it will keep playing until the next random selection.
Are there further aspects to take into account?![]()
I implemented it like this:That sounds great!
Glad it will respect loops.
Am using this as arguably as an expression randomizer for certain penetrations (triggered).
In line with that, more tabs (less morphs) would be helpful, for my needs anyway.
This is kinda why raised question of 2 versions?
(1) # of morphs/tabs = stays the same as now
(2) more tabs/less morphs per tab (or maybe even one only)?
Whatever you do, is already so much better.
So if you can't make more tabs for any reasons, totally understand.