• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
SecondHandle

Plugins + Scripts SecondHandle

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14mhz

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14mhz submitted a new resource:

SecondHandle - This Plugin creates a alternative handle and provides movement and rotation functions through it.

SecondHandle
● This plugin is an simple editing tool, creates a alternative handle and provides movement and rotation functions through it.
● Additionally, it can be called as a trigger by providing a slider for the movement path.
● Just add this plugin to the Atom.

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Read more about this resource...
 
SecondHandle v0.2 Demo with AtomClickTrigger v0.3
 
Really cool concept, that once again was a key inspiration for how to achieve an effect I was stumped on for my next plugin!

This is becoming a bit of a trend, so keep cranking out these awesome plugins so I can do the same!
 
Probably infeasible idea:
The SecondHandle #01 demo, where you basically let the second handle move along a linear path while rotating around the one axis (the "tangent") made me think about how cool it'd be if it were possible to implement the same also for curved paths. Like: Define a spatial curve, eg. via Timeline or AnimationPattern, then select start and end points along that path. There's a mathematical difficulty involved, since the class of curves that Unity uses can yield unwanted/unnatural rotations - but there's a solve for that (write me PM if that's something you'd be interested in).
 
Probably infeasible idea:
The SecondHandle #01 demo, where you basically let the second handle move along a linear path while rotating around the one axis (the "tangent") made me think about how cool it'd be if it were possible to implement the same also for curved paths. Like: Define a spatial curve, eg. via Timeline or AnimationPattern, then select start and end points along that path. There's a mathematical difficulty involved, since the class of curves that Unity uses can yield unwanted/unnatural rotations - but there's a solve for that (write me PM if that's something you'd be interested in).
If you have good ideas and code, please send them to me. I think it will probably be of great help.
 
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