Thanks@AngelCutebXtch FYI I didn't forget you!!!
@Tex it was supposed to be compatible with VaM 1.19 but I don't test against 1.19 so maybe not. If you have an error send it to me and I'll take a look!
@legit4978 thanks for the suggestions! Comments:
- Remove the requirement to have a keyframe on time 0.
> There _has_ to be at least two keyframes, otherwise there's no curve. However the last keyframe by default is "copy last", which makes it the same as if it wasn't there until you set it, and the first one will update if you move the target; why would you want that? What are you trying to do?
- Have the option to split all keys of a target into transform and rotation separately.
> That would be nice, except it would require additional tools so I know when you move a control whether to update the position and/or rotation (the same can be said for each individual curve). I agree that it would be nice, but by lack of time that's not something I'm considering right now (I'll accept a pull request if we agree on the final behavior)
- Add "bumper" buttons that will bump the selected keyframes left or right by the snapping amount. This should wrap the keys around the start/end of the animation, so if I'm on the last section and bump to the right the keyframe goes to the first section and vice versa. What if there is already a keyframe at the intended position? Preferably search for the next free position and put it there. Or simply don't allow the operation.
> Do you mean like moving the keyframe? Right now you can cut & paste it wherever you want. It's two actions instead of one, but I'd like to avoid too many buttons due to the cramped space!
- Button to select all keyframes of a target (maybe clicking the target in the list?)
> You can do that in the Bulk screen (in More), unless there's something you want to do that's not there?
Always love ideas and feedback, thanks!
Hi, I am creating mocap animations. I import them as a BVH using BVH player. Can I use Timeline to edit the mocap animations? How would this be done. Would I created a layer for the edits and one for the main animation?Acid Bubbles submitted a new resource:
Timeline - An animation timeline with keyframe and controllable curves
Read more about this resource...
- Fix NaN crash when using a blend in time of zero
- Fix incorrect adjustment of non-looping play next in when blend in is changed
- Automatically reduce non-looping animation length in transitions to include next blend
- Assign a correct default "play next in" that doesn't reduce the current animation's blend in time for non-looping clips
Acid Bubbles updated Timeline with a new update entry:
Timeline v4.4.3
Read the rest of this update entry...
Thank you very much for the update and the help! I'll try that out in the meantime. I appreciate the reply!Hi @Bob Nothing ! Yeah in the next version of Timeline there will be a setting to use "clock time" instead of "physics time". Unity will "slow down" the game when it cannot keep up, hence the result you see. You can adjust the speed in Timeline but you'll have to do this on all instances; in the Edit tab there's the Global Speed, this will affect all animations for that instance.
Hope that helps! <3
Changing the global speed worked, thanks!Hi @Bob Nothing ! Yeah in the next version of Timeline there will be a setting to use "clock time" instead of "physics time". Unity will "slow down" the game when it cannot keep up, hence the result you see. You can adjust the speed in Timeline but you'll have to do this on all instances; in the Edit tab there's the Global Speed, this will affect all animations for that instance.
Hope that helps! <3
- Fix trigger timers not working (thanks @VeeRifter)
- Fix "Keyframe all selected at once" not working
- Reset animation options when resetting Timeline instead of only clearing the animation themselves
- Show an error message when loading a Timeline 5 animation that uses clip poses