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VaM 1.x Timeline Female Hip rotates away

Threads regarding the original VaM 1.x

Ghostwalden

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I have this phenomenon, that the hip of the female rotates away, when i change animation in Timeline.
This destroys the animation then because the position is no longer correct.
Yesterday, I fixed all the animations and it worked.
Today I opened the Scene and the problem appeared again.


I have no f*king idea, whats going on here.

Has anyone ever had this problem and knows how to fix this?
 
I had the same issue before. Sadly no solution. Maybe some kind of pose or collider problem, a node trying to comply? In my case it was even funnier, because the hip sometimes even moved after several seconds. Interesting that is was also the hip for me, but may be just a coincidence.
 
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Thanks for your reply Electric E-Boy.

Hm... really strange phenomen.

Sometimes it suddendly appears and another time I can open the scene and everything works fine again.

I'm not sure if timeline is causing this problem or if it comes from somewhere else.

Maybe someone else has an idea where the problem could be?
 
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Got another situation like this, even a loop this time :D And i found the reason, it is as i already thought, a conflict of strained nodes when you have some of them not on comply. In my case i set both elbow nodes to comply and the hip swaying stopped.


 
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Got another situation like this, even a loop this time :D And i found the reason, it is as i already thought, a conflict of strained nodes when you have some of them not on comply. In my case i set both elbow nodes to comply and the hip swaying stopped.


View attachment 519293
Thank you Electric E-Boy

This is really a strange phenomen...
Why does the hip have a problem, when the elbows are not on comply? :unsure:

But sure something I will try to play around with, when the problem occures next time (y)
 
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I think the fixed positions of hand and elbow in that position build up too much tension for the nodes and joints below. Elbows on comply fixed that tension, but i could also just move the head a little bit higher or just reduce the strain elsewhere. You can show the joints with "debug joints under the "Control & Physics 1" tab, but it looked okay in my case.


The complex and great animation system in VaM demands its tribute i guess. :D I have way too many explosions, jitters and other problems, but you can't have that kind of system without these i can imagine.
 
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I had that problem once with a hip node and solved it somehow. I'm quite sure using 'comply' wasn't it, because I basically never use that state.

I believe I set the hip node to 'locked', applied the saved pose, refreshed all targets in the targets tab in timeline and set the hip node back to 'on'.

Not entirely sure if that was the solution for that problem. Currently I don't have a scene that has that problem. :unsure:
 
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I had that problem once with a hip node and solved it somehow. I'm quite sure using 'comply' wasn't it, because I basically never use that state.

I believe I set the hip node to 'locked', applied the saved pose, refreshed all targets in the targets tab in timeline and set the hip node back to 'on'.

Not entirely sure if that was the solution for that problem. Currently I don't have a scene that has that problem. :unsure:
Thanks for your reply CV42

I usually don't use comply state either...
But in exceptional cases, if it solves the problem, it is worth a try.

When I fixed the Hip node position again and applied the saved pose, it didn't occure again so far.
But I'm not so sure, if it really is fixed or if it does occure again.
I suddendly had this problem once on the male, where it never occured before, but next time i opened the scene it was gone.
So, it is really a strange pheomen.
Maybe I have to fix those problems, when the scene is finished and i don't add any animation anymore and hope that everything remains stable then.
 
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My english may be a problem, the comply setting was just an example of a factor, not the single solution. It is more about conflicting/rivaling forces and tension/strain/pressure ("Elbows on comply fixed that tension, but i could also just move the head a little bit higher or just reduce the strain elsewhere.").

Also if you work with preset poses or some plugins, you will change the node settings a lot without noticing it. Not saying you do, just something to be aware of.

This is still just a theory though, would be great if someone could give more insight.
 
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My english may be a problem, the comply setting was just an example of a factor, not the single solution. It is more about conflicting/rivaling forces and tension/strain/pressure ("Elbows on comply fixed that tension, but i could also just move the head a little bit higher or just reduce the strain elsewhere.").

Also if you work with preset poses or some plugins, you will change the node settings a lot without noticing it. Not saying you do, just something to be aware of.

This is still just a theory though, would be great if someone could give more insight.
You're english ist fine ;)
My english isn't the best either 🙉

I saw it like that too, that it could be one of many factors that can be tried to counteract the problem.
Every tip to maybe get rid of the problem is useful.
But in the end, I guess, there are too many factors to find the one single solution.
But who knows, maybe someone will find out the main cause someday :)
 
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You can try the contortionist plugin and see if it makes things better and allows you to do what you want:

 
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You can try the contortionist plugin and see if it makes things better and allows you to do what you want:

Thanks Femcore

I prefer to solve the problem without additional plugins, but still something one can try (y)
 
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You can try the contortionist plugin and see if it makes things better and allows you to do what you want:

That actually worked too, cool :) I put the plugin on the atom, pressed "unconstrain shown" to get the bigger limits and the wiggling instantly stopped. I wasn't aware of the joint limits before, guess that is an important factor to know.
 
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