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Timeline
Hello all fellow Timeline users. Probably a dumb question but can you move a keyframe and select a range of keyframes to move? Right now if I want to change the timing I'm cutting each key individually and moving them. Am I missing something obvious?
 
Hello all fellow Timeline users. Probably a dumb question but can you move a keyframe and select a range of keyframes to move? Right now if I want to change the timing I'm cutting each key individually and moving them. Am I missing something obvious?
Absolutely!

First, click on the "More..." button, which will open a whole list of additional buttons. From that list, choose "Bulk changes..."

1656505658692.png


From there, you will do a few things. Use the screenshot below for a visual explanation of the method I use.

1656505921459.png


First, I select the triggers on the left that I'd like to move, by clicking on their grey buttons so they turn white/light grey. In this example, I have selected the hip and lHand controls, and you can tell this by the corresponding white dots in the timeline. Next, I will select the exact point (keyframe) where I have dots that I'd like to move. In my example, I am at 1.4 seconds in this animation. I do this step to make it easier to determine exactly where I need to start my cut.

Next, on the right-hand side, I drag the "Selection start at" slider to that time that matches the keyframes I selected in the timeline. If you chose a starting point in the timeline like I did, you can also use the "Start at current time" button below. This will be the starting point of our cut. At this point, I will usually go back over in the timeline and find the keyframe/dot at the end of the sequence, so I can note its time as well, but that's not really shown in the screenshot.

Once you know the end time of the group of keyframes you would like to move, head back over to the right-hand side, and drag the "Selection ends at" slider to that time. This is 3.4 seconds in my example above. If you selected your end keyframe in the timeline as I noted, you can also use the "End at current time" button to move the slider automatically.

Either way, always double check that you have selected the correct group of keyframes. You can do this by looking below the "End at current time" button and seeing what your selection is. In my example above, you can see that Timeline is telling me I have 5 keyframes selected in hipControl, and five keyframes selected in lHandControl, which is based on the controllers I have selected, and my start and end keyframes. If I went over and added the chest control, I would then see "chestControl: 1 keyframe," since there is one keyframe in that selection. If I added the left or right feet, I would not add any additional keyframes, since they have no dots on the timeline in that section of time.

Last, you choose what do do with your bulk selection. The buttons below are pretty self-explanatory. You can cut or copy your selection, and even delete the whole selection. Once you've made your cut or copy, go back to your timeline and choose where you would like to paste them. You could choose a keyframe on the timeline, or you can use the scrubber bar at the top to make sure you've selected the right time. Note: You must use the Paste button in the Bulk Changes over on the right. You cannot use the Paste (or Cut/Copy) button below the timeline/keyframes.

I hope that helps!
 
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That's great - thank you! I really hope they integrate something like Timeline in Vam 2.0. Have they approached you to work on it? If not they should! Your plugin is the reason I can use Vam now.
 
That's great - thank you! I really hope they integrate something like Timeline in Vam 2.0. Have they approached you to work on it? If not they should! Your plugin is the reason I can use Vam now.
It's not my plugin, it's AcidBubbles'. :)

I just like to help answer questions for the community where I can! Oh, and if you haven't checked it out, definitely have a look at the Wiki, it's pretty fantastic and I've learned plenty of stuff from it!
 
It's not my plugin, it's AcidBubbles'. :)

I just like to help answer questions for the community where I can! Oh, and if you haven't checked it out, definitely have a look at the Wiki, it's pretty fantastic and I've learned plenty of stuff from it!
Ahhh ok. Well, thank you very much for your help!
 
Hey, I have been trying to create a small test scene using mouth visemes and the new audio scrubber, however my (Fav) morphs do not show up under the geometry drop down menu. I have tried the (only showing favorite morphs turned off), but that leaves me with a 400/4000 morphs which doesn't include the morphs i need as it is hitting the cap on what I can see. This is within the 6.0.0 version. For some reason, the morphs are available in the previous version but not in 6.0.

Thanks in advance. :)

Example 6.0 ---- Not showing morphs
Morph.png


Example 2.52 ---- Showing morphs
ShowingMorph.png
 
Try using the Filter to find your morph. This list is actually populated from VaM, not me, so I'm not sure why a morph shows or not... I end up always using show all instead :) The Filter field will return up to 400 results.
 
You can use the FloatParamRandomizer.cs that's in VaM/Custom/Scripts/MeshedVR and randomize a clip speed or the global Timeline speed there. There's no randomization of speed in Timeline directly.
 
You can use the FloatParamRandomizer.cs that's in VaM/Custom/Scripts/MeshedVR and randomize a clip speed or the global Timeline speed there. There's no randomization of speed in Timeline directly.
Very useful script!!! Thank you!!!
 
Try using the Filter to find your morph. This list is actually populated from VaM, not me, so I'm not sure why a morph shows or not... I end up always using show all instead :) The Filter field will return up to 400 results.

Hey, thanks for response. I gave your recommendation a go, but it seems the morphs are not being picked up by 6.0.

The total morph count is 4254 in 6.0
morphcount6.0.png


but in the previous version its 4281
morphcountprevious.png


The mods themselves are part of VAM --- Pose/Head/Visemes,
But i'm not sure how to get those mods to show in 6.0.
 
I have no idea, really :| Like I said, this is VaM... if you add a UIButton for example and list the storable geometry, you should find the exact same list (I'm not generating it)... sorry :(
Ok, np. Ill try morph manager and re createing the morphs to see if that makes them show up.

Thanks for your help and great work on the new timeline. The new segments section is fantastic.:)
 
Ok, np. Ill try morph manager and re createing the morphs to see if that makes them show up.

Thanks for your help and great work on the new timeline. The new segments section is fantastic.:)
Is it ALL of your favorite morphs that aren't displaying, or are there certain ones? Do you mind sharing what some of those favorites are? I haven't seen this behavior in my 6.0 version, but I'd be willing to help try and figure it out.
 
Is it ALL of your favorite morphs that aren't displaying, or are there certain ones? Do you mind sharing what some of those favorites are? I haven't seen this behavior in my 6.0 version, but I'd be willing to help try and figure it out.
The only ones i know of are the pose/head/visemes. I believe they are part of VAM as they are greyed out and do not seem to be part of a morph pack.
It contains morphs like AA IH K, basically all mouth speech shapes.
Screenshot 2022-07-01 205814.png


In the images i posted previous you can see the total morphs count has declined in 6.0. I'm not sure of all the mods but these one's apart from AA dont show.
 
The only ones i know of are the pose/head/visemes. I believe they are part of VAM as they are greyed out and do not seem to be part of a morph pack.
It contains morphs like AA IH K, basically all mouth speech shapes.
View attachment 134874

In the images i posted previous you can see the total morphs count has declined in 6.0. I'm not sure of all the mods but these one's apart from AA dont show.
Cool, thanks. I have definitely used those in scenes as well, so let me see if I can reproduce that on my end and get back with you.
 
The only ones i know of are the pose/head/visemes. I believe they are part of VAM as they are greyed out and do not seem to be part of a morph pack.
It contains morphs like AA IH K, basically all mouth speech shapes.

In the images i posted previous you can see the total morphs count has declined in 6.0. I'm not sure of all the mods but these one's apart from AA dont show.
Well, I can definitely see my favorites with the new version. This is a brand new scene, and it has all of the favorites I have in there, and some of them include the morphs you're talking about.
1656707749536.png


Have you tried the "Fav morphs & Resynch in Control tab" button? Have you tried that and gone back over there and unchecked/rechecked the favorite checkmark in your morphs list? What is the old version you had, and the new version you have now? Do you add the var file directly, or are you unpacking all of your var files to store them locally?

I am not currently able to reproduce it, unfortunately.
 
Well, I can definitely see my favorites with the new version. This is a brand new scene, and it has all of the favorites I have in there, and some of them include the morphs you're talking about.
View attachment 134894

Have you tried the "Fav morphs & Resynch in Control tab" button? Have you tried that and gone back over there and unchecked/rechecked the favorite checkmark in your morphs list? What is the old version you had, and the new version you have now? Do you add the var file directly, or are you unpacking all of your var files to store them locally?

I am not currently able to reproduce it, unfortunately.
Hey, i have tried creating a brand new scene and that has done the trick, it must have been some conflict between the old timeline and the new, even after it was removed from the person atom.
 
Is it normal that sound does stop when the next animation is playing?
What am I doing wrong?
-Sound is added to ''Scene audio''
-Person atom has ''Timeline'' pluging with ''audio track'' and looks as following:
Audio 1 Trigger -> Start Action -> Person -> HeadAudioSource -> PlayNow -> URL -> web -> Audio.mp3

Anim 1 plays with sound. As soon as anim 2 starts, sound stops. If I add another audio trigger to anim 2, the sound just resets from 00:00

Edit: Found a workaround to set the sound to a different atom with full length timeline.
 
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Hello timeliners. I'm animating the hip of a character and want to be able to key frame the rotation separately from the position. What would be the best way of doing that? Just using another copy of the plugin? It seems that I can only add 1 instance of the hip and I've tried in a new layer on each plugin. Any help welcome!
 
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Is it normal that sound does stop when the next animation is playing?
What am I doing wrong?
-Sound is added to ''Scene audio''
-Person atom has ''Timeline'' pluging with ''audio track'' and looks as following:
Audio 1 Trigger -> Start Action -> Person -> HeadAudioSource -> PlayNow -> URL -> web -> Audio.mp3

Anim 1 plays with sound. As soon as anim 2 starts, sound stops. If I add another audio trigger to anim 2, the sound just resets from 00:00

Edit: Found a workaround to set the sound to a different atom with full length timeline.
That's a good way to do it. But to answer the original question, yes, that is nor al behavior. The audio trigger works kind of like transitional triggers which start with a keyframe dot on the timeline, but also end with one. Since each animation has an ending keyframe "dot." The audio will stop.
 
@mikael it's not currently possible to animate any specific curve separately (the code supports it but without a curve editor, it wouldn't be usable). Has been on the list forever though :) Would be nice to have. As for the master toggle, I use it all the time so if you have a specific example of how it's broken (a repro would be nice) it'd be helpful.
 
@mikael it's not currently possible to animate any specific curve separately (the code supports it but without a curve editor, it wouldn't be usable). Has been on the list forever though :) Would be nice to have. As for the master toggle, I use it all the time so if you have a specific example of how it's broken (a repro would be nice) it'd be helpful.
Hello! First of all, thank you for an amazing plugin :)

I actually just want to be able to loop some keyframes of the Hip position and then a separate loop for the Hip rotation to play at the same time. I don't need curve functionality really. Right now my solution is to add another copy of the plugin onto the same Atom and apply the rotation keys on that and it seems to work. Is that the best way to do it?
 
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