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Thanks, even if it's not a bug, maybe there's a useful log to add or something like that Let me know!
!> Timeline.AtomAnimation.RebuildAnimationNow: System.NullReferenceException:
at (wrapper managed-to-native) UnityEngine.Behaviour:get_isActiveAndEnabled ()
at UnityEngine.EventSystems.UIBehaviour.IsActive () [0x00000] in <filename unknown>:0
at UnityEngine.UI.Graphic.SetVerticesDirty () [0x00000] in <filename unknown>:0
at VamTimeline.DopeSheetKeyframes.SetKeyframes (System.Single[] keyframes, Boolean loop) [0x00000] in <filename unknown>:0
at VamTimeline.DopeSheet+<CreateRow>c__AnonStorey3.<>m__0 () [0x00000] in <filename unknown>:0
at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <filename unknown>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0
at VamTimeline.AtomAnimation.RebuildAnimationNowImpl () [0x00000] in <filename unknown>:0
at VamTimeline.AtomAnimation.RebuildAnimationNow () [0x00000] in <filename unknown>:0
does anyone have an up to date guide?
I have a love/hate relationship with the Pose feature. Love it, because it solves a lot of issues I previously had with jumping between anims and it is a saviour during the editing process; Hate, because I occasionally tweak the first frame after setting a Pose and forget to reset it, leading to the occasional quirk and expletives from me.I did have this problem in one of my scenes, but instead I opted to use the Pose feature, which helps snap into position very quickly, even when moving across multiple animations.
- Create custom groups of targets (separate morphs and controls by your own grouping names)
- When importing, assign animations to an existing compatible layer or create a new segment (new import screen)
- Support for linking AptSpeaker and RhythmAudioSource audio sources
- Moved frame navigation to the bottom to reduce confusion with animations navigation
- Next / Previous Animation triggers now work on the first layer of the current segment
- When using -1 on "Play next in", always reduce...
I actually fully agree with you @Gob I myself did on multiple occasions tweaked poses and then forgot to save it... I actually tried a few things but they all ended up being worse.
- Option 1: Consider the Pose feature problematic and remove it; I actually can't live without it, so that's not an option...
- Option 2: Update the pose every time any node moves; this actually only works on frame 0, which means it's very confusing, and then if you move something by error you've destroyed your pose so it ends up causing more problems than it solves
- Option 3: Prevent navigating Timeline when the pose is dirty; I can't do that since the animation itself as well as physics and rounding makes poses "dirty" all the time. This and even if it could work, you'd get warnings all the time, so you wouldn't look at them anymore and we're back to square one.
- Option 4: Maybe I could make some kind of "undo", I looked at this option before and I was never happy with how reliable it was... and then again, you'd need to undo a non-manual operation, which becomes problematic since you'll now undo every action from every plugin, blowing up memory.
If you do have ideas, I'd love to hear them though. Maybe there's an elegant solution I didn't think of!
option 3, but instead of preventing navigation or throwing up warnings just highlight the pose button so we know there is some new data to save. hopefully less naggy than a block to progress but helpful enough for us to click "save" when we're happy with some changes.I actually fully agree with you @Gob I myself did on multiple occasions tweaked poses and then forgot to save it... I actually tried a few things but they all ended up being worse.
- Option 1: Consider the Pose feature problematic and remove it; I actually can't live without it, so that's not an option...
- Option 2: Update the pose every time any node moves; this actually only works on frame 0, which means it's very confusing, and then if you move something by error you've destroyed your pose so it ends up causing more problems than it solves
- Option 3: Prevent navigating Timeline when the pose is dirty; I can't do that since the animation itself as well as physics and rounding makes poses "dirty" all the time. This and even if it could work, you'd get warnings all the time, so you wouldn't look at them anymore and we're back to square one.
- Option 4: Maybe I could make some kind of "undo", I looked at this option before and I was never happy with how reliable it was... and then again, you'd need to undo a non-manual operation, which becomes problematic since you'll now undo every action from every plugin, blowing up memory.
If you do have ideas, I'd love to hear them though. Maybe there's an elegant solution I didn't think of!