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Timeline does not save position

Ghostwalden

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Hi there

I have the following problem.
I made a first animation, then created a second one and saved the pose for Male and Female.
Then when i go back to the first animation it works well, when i then go to the second animation
again, the position of the woman is not as it shoud, or only at the beginning, then she moves away.

Any idea, why that is?

I have no collision activated and there's no parenting between the male and the female.

 
Do you include the root node position as a target in your timeline? If characters start sliding, its most peobably because their root node position is moving.

EDIT: Another minor possibility would be that the different poses have different rig configurations (joint strengths etc.). This can give the observed behaviour when switching from one rig to another. In this case, you would need to use e.g. Evo's PoseConvert plugin (https://hub.virtamate.com/resources/poseconvert.41871/).
 
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As I see in your screenshot, I think you have to toggle on "Apply pose on transition".
And have you put the timeline plugin to each person atom and give the exactly same name to your animation?
 
Some joints that are being animated may not have been set to on. Make sure you have done that. then repose and overwrite the pose. Then apply pose on transition.
 
Thanks for all the answers.

Do you include the root node position as a target in your timeline? If characters start sliding, its most peobably because their root node position is moving.

EDIT: Another minor possibility would be that the different poses have different rig configurations (joint strengths etc.). This can give the observed behaviour when switching from one rig to another. In this case, you would need to use e.g. Evo's PoseConvert plugin (https://hub.virtamate.com/resources/poseconvert.41871/).
What i did was, that i used this button after i loaded the pose on a person, so that every pose has the same joints.
1734779366354.png

After that i did overwrite pose in timeline, but after changing the Animation, the problem occured again.

You crossed it out, but I don't know what the root node is. Is this the control point of the person?
But when i changing the animation, there are several joints that moving around, not the control point of the person.


As I see in your screenshot, I think you have to toggle on "Apply pose on transition".
And have you put the timeline plugin to each person atom and give the exactly same name to your animation?
I ticked Apply pose on transition, but sadly the problem occures again after changing the animation.

Yes i have put the timeline plugin to each person and made sure, that the name of the animation is exactly the same.

Some joints that are being animated may not have been set to on. Make sure you have done that. then repose and overwrite the pose. Then apply pose on transition.

Not sure if you mean this one by set to on.
1734780026394.png

But even points that are set on move after changing the animation.
Also does apply pose on transition have no effect to that problem.



So what I found out about this problem so far:
When i select a joint and move it just a little bit and then overwrite pose in timeline again,
then that joint does not move away anymore by changing the animation.
But that would be too much effort to select each individual joint and move it a little.

The easier way i found somwhere here on the hub is:
When i go to targets in timeline and click once on every checkbox and then overwrite pose again,
then the problem doesn't occure again and the pose remains stable.
 
Thanks for all the answers.


What i did was, that i used this button after i loaded the pose on a person, so that every pose has the same joints.
View attachment 443715
After that i did overwrite pose in timeline, but after changing the Animation, the problem occured again.

You crossed it out, but I don't know what the root node is. Is this the control point of the person?
But when i changing the animation, there are several joints that moving around, not the control point of the person.



I ticked Apply pose on transition, but sadly the problem occures again after changing the animation.

Yes i have put the timeline plugin to each person and made sure, that the name of the animation is exactly the same.



Not sure if you mean this one by set to on.
View attachment 443716
But even points that are set on move after changing the animation.
Also does apply pose on transition have no effect to that problem.



So what I found out about this problem so far:
When i select a joint and move it just a little bit and then overwrite pose in timeline again,
then that joint does not move away anymore by changing the animation.
But that would be too much effort to select each individual joint and move it a little.

The easier way i found somwhere here on the hub is:
When i go to targets in timeline and click once on every checkbox and then overwrite pose again,
then the problem doesn't occure again and the pose remains stable.
Its most probably not a root node problem, after viewing your video.

I will make an example of different rig configs. Rig configs is not about the status "On" or "Off" of the joints, but about their physical properties, like "joint drive spring". If you are using external poses, these rig configs might differ per pose, if the creator used different rigs. You can check this in your person atom, e.g. for pelvis.

One example rig config:
1734781489070.png


This being another rig config:
1734781540270.png
 
Its most probably not a root node problem, after viewing your video.

I will make an example of different rig configs. Rig configs is not about the status "On" or "Off" of the joints, but about their physical properties, like "joint drive spring". If you are using external poses, these rig configs might differ per pose, if the creator used different rigs. You can check this in your person atom, e.g. for pelvis.

Thanks, i just had a look at two different positions and there are some different rig configs.
For example i checked for head and the "joint drive spring" was different. Also some others where different.

But as said, when i clicked on all checkboxes in targets in timeline, the problem does not occure again,
even if there are still different rig settings.
 
Thanks, i just had a look at two different positions and there are some different rig configs.
For example i checked for head and the "joint drive spring" was different. Also some others where different.

But as said, when i clicked on all checkboxes in targets in timeline, the problem does not occure again,
even if there are still different rig settings.
Thats good. So all "On" joints will be properly loaded by timeline when the pose is changed according to your response.
I had the problem that, when playing two mocaps in timeline in sequence with completely different rigs, the rigs did not load on transition. Only if manually selecting the new animation in timeline (jumping to its start) it worked. Maybe this was to some "Off" joints that did not sync to the new rig while playing the anomation. But this issue can be solved with Evo's PoseConvert plugin (https://hub.virtamate.com/resources/poseconvert.41871/).
 
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Thats good. So all "On" joints will be properly loaded by timeline when the pose is changed according to your response.
I had the problem that, when playing two mocaps in timeline in a sewuence with completely different rigs, the rigs did not correctly load, only if manually selecting the new animation it worked. Maybe this was to some off joints that did not sync to the new rig while playing. And this was solved with the plugin mentioned above.
Yes... at the time this Target Checkbox thing works for me.

I have not yet worked with sequences, i select my animations manually.
Don't know if the problem you described would occur with my animations when i would use sequences.
But good to know about that plugin, that could be a help with that if i should have to deal with that problem one day.
 
As I see in your screenshot, I think you have to toggle on "Apply pose on transition".
This and i am not sure that you need that many limbs for anims. Made a ~1 000 anims and all that i use is head, hands and feet. Also hips if it's male's atom.

To fix fem jumping in a weird way after applying new pose, click ,, Apply saved pose '', then with correct pose create new anim, then in new anim, copy all of the atoms, go back to the first anim, most likely it will ,, jump '' again, and paste everything from anim 2 to main anim 1, overwriting the corrupt/jumping atoms.

This weird s messes up my scenes often and got to check each anim all the time, before releasing. Sometimes it might happen anywhere in the loop where all of the atoms fly to weird directions.
 
Thanks for your reply Nobis

This and i am not sure that you need that many limbs for anims. Made a ~1 000 anims and all that i use is head, hands and feet. Also hips if it's male's atom.
Haha... I'm not sure, maybe i was just to lazy to add them manually and therefore used add all on controllers or i just wanted to stay flexible
and have all targets in there in the case, that i want to animate anoter part of the body :p
But you're right, most of the time it's just the targets you mentioned that are really used.

To fix fem jumping in a weird way after applying new pose, click ,, Apply saved pose '', then with correct pose create new anim, then in new anim, copy all of the atoms, go back to the first anim, most likely it will ,, jump '' again, and paste everything from anim 2 to main anim 1, overwriting the corrupt/jumping atoms.
Just checked, this works as well.
But It's a bit more complicated, so i prefer to just tick the checkboxes in targets.
It is for me still the easiest method so far to solve that problem

This weird s messes up my scenes often and got to check each anim all the time, before releasing. Sometimes it might happen anywhere in the loop where all of the atoms fly to weird directions.
Yes i understand, that's a bit annoying.
Guess it's just a bug in that plugin.
 
Hi there

I have the following problem.
I made a first animation, then created a second one and saved the pose for Male and Female.
Then when i go back to the first animation it works well, when i then go to the second animation
again, the position of the woman is not as it shoud, or only at the beginning, then she moves away.

Any idea, why that is?

I have no collision activated and there's no parenting between the male and the female.

View attachment 443525
Hi,
I have the same problem, but I found a simple workaround.
After you click on Overwrite Pose, select all control and than select "Target".
Now you see all the control on the right side.
Click 2 times on all the flags of single controls.
After that it works correctly.
Try and tell me.
 
Hi,
I have the same problem, but I found a simple workaround.
After you click on Overwrite Pose, select all control and than select "Target".
Now you see all the control on the right side.
Click 2 times on all the flags of single controls.
After that it works correctly.
Try and tell me.
Thanks for your reply Pig Bros Productions 🙏

If i understand it right, it seems to be, what i mentioned above.
When i load the pose, then click all the checkmark flags in the targets tab
and then overwrite the pose again, the pose remains stable.
It's the easiest way so far i guess.

But it is enough if I click on each flag once, works well with that.
 
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