Timeline
Hello,

Can you tell me if it's the intent that when the Speed (This) is changed on one layer that it affects all of the other layers?

For example, I have a solo female scene where she's romancing herself and her left hand is squeezing her boobie and her right hand is rubbing her bajingo.

I have her left hand on one layer and her right hand on a different layer. That way I can have each hand have a different timeline length because sometimes one hand does a little more than the other and I can add a bit more animation.

I'd like her boobie hand to go slightly slower but when I change Speed (This) on that layer it changes the speed on the bajingo layer to match.

I would have thought the Speed (Global) would change all the layers and the Speed (This) would be isolated to that specific layer.

I guess I'm wrong about that. I really like using layers but maybe there's a better way to do what I'm trying to do?
 
Sounds like you want "Move relative to root":
Say you want to move the character +1 up (Y),
1. Go to animation you want to adjust
2. select all recorded nodes (or just all nodes you want to move)
3. More -> Bulk Changes -> Move relative to root -> Start
4. Move the root node +1 Y
5. Apply

that worked, cheers mate ;)
 
@Tex Speed (This) should only affect the current animation, Global affects every animation of every layer in every sequence. HOWEVER, same-name animations will always have their speed (and sequencing) in sync. If you want to "unlink" animations, use different names; if you still want them to play together when using sequencing, use the "animation set" field.
 
Hi Acid Bubble, super plug-in. VAM would not be the same without it. You should talk to the VAM team and have it integrated in VAM 2.0 (getting your share of the profit for sure). Super intuitive and simple :)

Simple question for you.

I am struggling a bit with resource management lately, where scenes starts to flicker and slow down. I did clean my animations as much as I could and was wondering ....

Let's say I have 6 heavy animations of 1 minutes each. I noticed developing the scenes that when I have only 1, the ole thing is super performant ... but while editing the 6th one, everything seems to get slower.

So question is:

If I have 6 heavy timeline animations, is there a difference on the machine resources side between these 2 options:

1. I create 6 subscenes, with 1 animation per subscene. When an animation is completed, the next subscene is loaded.

2. I keep all 6 animation in the same scene, and load "pose presets" between animation (could use vamoverlay for fade-out / fade-in effect).

What is you recommendation? It is difficult for me to analyze what is the effect of both scenarios on system resources. You will understand that I would rather use option 2 to save on the "load subscene" cut, which is quite a mood killer. But will if I need to for sure.

You can jump in the details, I am a professional .net software developer.
 
Haha yeah I was offered a few things, but I'm not in it for the money, I don't have the kind of time that allows for additional commitments :D But thanks for the nice words, they mean a lot!

It's hard to tell why things would go slower. Obviously I don't have memory profiling or other tooling, so it's all hand optimized, but the code is very, very perf-and-memory aware. Normally there's indexing, so even if you have multiple animations and segments, they shouldn't affect each other during editing. Very long animations can be more taxing, but I've worked with mocappers to make sure minutes-long high-resolution animations are smooth, so why in your case the 6th isn't is probably due to something in the way your scene is built, or you found an implementation error that doesn't make use of indexing or bisecting.

So, first thing first, are you able to pinpoint more precisely what becomes slower? How much slower? Etc.
 
Haha yeah I was offered a few things, but I'm not in it for the money, I don't have the kind of time that allows for additional commitments :D But thanks for the nice words, they mean a lot!

It's hard to tell why things would go slower. Obviously I don't have memory profiling or other tooling, so it's all hand optimized, but the code is very, very perf-and-memory aware. Normally there's indexing, so even if you have multiple animations and segments, they shouldn't affect each other during editing. Very long animations can be more taxing, but I've worked with mocappers to make sure minutes-long high-resolution animations are smooth, so why in your case the 6th isn't is probably due to something in the way your scene is built, or you found an implementation error that doesn't make use of indexing or bisecting.

So, first thing first, are you able to pinpoint more precisely what becomes slower? How much slower? Etc.

Ok good answer. I also think that it is something else in the scripts I am using. Yes your plugin is super well done. It shows that you worked HARD on it.

Hey I have a generic question, which for some reason I did not find answer on. I am cleaning animations within a scene and I need to move animations from one segment to another one. I tried renaming the segment in the text box in the "edit" section of the animation, but it seems that the change is not applied. Briefly, possible to move animations between segments?
 
Please forgive me for asking a question that has probably been asked already but I didn't have time to read through all 26 pages of posts here. :)

I was just wondering what type of animations can be imported into this plugin. I assume it can't take BVH or FBX mocap files, so what does it accept? And is there a depository located anywhere of pre-made animations that can be imported into Timeline?

A related question, is it possible to save or export animations from scenes available here on the Hub that used the Timeline plugin to create them (like practically every scene here, right?) and if so, what is the process for that?
 
Hey Acid!

I have a scene with a character that is animated through timeline. One of the animations is a transition between the character standing, to the character kneeling down. I would like to create another animation next in the sequence that has the character go from the current kneeling position back to the original standing position.

I already know how to make a duplicate animation, I'm curious about whether or not there is a way to reverse that duplicated animation. This would be MUCH more ideal as opposed to spending an hour creating an entirely new animation and re-doing all of the work in the opposite order.

Any help would be appreciated!
 
Hey Acid, I don't know if I already contributed in here so first: thank you big time for the work you spent in this and making it for free! You are king! 🙂(y)

I used Timeline a lot recently and was stumbling about the following: is there a possibility to create an option for "pause current animation" in the trigger menu? Cause there's only stop animation or play this and that. This would be used for a toggle button like on/off. Thank you and happy holidays!
 
@Babell99 This renames the whole segment, you cannot move animations from one segment to another. You cannot move animations, but you could copy the whole layer (in the Animations + menu) and copy/paste the keyframes of your animations using More, Bulk (I know, not exactly simple but you shouldn't do that very often). You can also use "shared segment" if you have animations you want to reuse across segments.

@cs2022 you didn't count the years of Discord posts and the Wiki, haha! So, Timeline is primarily a tool to create animations. You can import animations from VaM in More, but that's it. Otherwise, sure you can export animations and import them (from the more menu) but keep in mind you cannot really mix and match, at least not easily.

@BazangoChango Copy the animation from Animations + and use this: https://github.com/acidbubbles/vam-timeline/wiki/Advanced-keyframe-tools-screen#reverse-keyframes

@HolySchmidt There's one, but it's only triggerable using triggers or Keybindings (Timeline.Pause I think). Adding it to the UI would work, but there are so many buttons already ;)
 
I'm having a pretty weird issue. I'm using a scene that originally has a female character, which I changed to a futa character. Now when I play the animation, it keeps pausing every few seconds (the checkbox "Freeze Motion/Sound" gets ticked), but is unpauses soon after, so there is this weird "stop and go" effect. It only happens when I press the play "All" button. When I play "Anim 1", "Anim 2", etc, it works fine. Any clues? Thanks!
 
No, it really doesn't ring any bells... especially if the freeze button ticks itself? That looks like a pose or look being loaded but I don't know why. You could try enabling logs in More, Logs, and see if there's a weird trigger somewhere?
 
No, it really doesn't ring any bells... especially if the freeze button ticks itself? That looks like a pose or look being loaded but I don't know why. You could try enabling logs in More, Logs, and see if there's a weird trigger somewhere?

It seems I fixed it. There was another animation layer with some kind of breathing animation. I deleted everything there and the problem disappeared. Go figure 🤨
 
Hi there! Super new user. I've never gotten serious about animation before your plugin, Acidbubbles, but I have to admit that your work here has REALLY motivated me. I've gotten my first (ULTRA-noobish, ugly but fun) pose going... A really hot elf girl waving at me.

Okay, okay... her unnaturally stiff coniptions cannot POSSIBLY be called a 'wave' by any human standards, but I am just starting out! LOL.

You know, I'm gonna take the time right now to say a really big THANK YOU for this resource. IMO, along with MacGruber, you guys really do motivate the plebian masses such as myself to do something other than drink beer! Seriously, man, thank you so much for this plugin... And, mostly quite probably, you're very well-done wiki on it.

I do have a question, however. My animation is 3 seconds long, with 5 evenly-spaced selectable keyframes in it. .5 seconds, 1 second, 1.5, and so on until it hits 3. my first keyframe at zero is a common standing pose from the hub here (I think). Then, each .5 seconds, I make my way to the elf chick finally getting into the 'heighth' if you will of her wave; sort of the 'most vibrantly physical' part of it. That's in the middle, at 1.5 seconds. At 2, she uses a copied animation from 1 second, and at 2.5 seconds, she uses the copied animation from .5 seconds in order to 'rise and fall' if you will to reach 3. The controls I'm using are Head, Chest, Hip, L Elbow, L hand, and R hand.

Now, messing around, I didn't try any special stuff like 'segments' or 'layers' because I'm a braindead noob who can barely tie his shoes (lol. But if you're a can of beer... You are in REAL TROUBLE)... But I DID notice that in my overall animation, all I can mess with are controls. That is to say, I cannot control morphs in that same animation, to make her transition into and out of winking and smiling. They persist through each keyframe, regardless of how I might adjust them.

Now, at this point, I read your wiki, and learned about layers. I thought that was my answer! So I went in, added a layer with the same controls as my initial layer. However, when I jumped (...'Scrubbed'?) through each layer to adjust morphs per each keyframe, I noticed that not a single morph adjustment applied, anywhere.

What am I doing wrong?

Sincerely, the guy who wants to make hot porn but instead drinks too much.

(thanks again for your work here, bro!)
 
Thanks @VAMmerc ! And I'm the same actually, but with Source FilmMaker, then I really really wanted to animate stuff in VaM too :D And who cares if the animation looks good or not, it's _you_ that did it, that's what makes it awesome! (And why I'm not a fan of BVH).

So, to animate morphs there's a video that shows how:
you don't need to add layers or anything, the only reason you need layers is if you want multiple animations running at the same time, but not in sync.

If that didn't help, please reach out!
 
Dude, you are excellent... Thank you! I'll hit up that vid and then later I'll report if I doofed it up xD Belated Merry Christmas and early Happy New Year to you and all in this thread!
 
i want use button to random play an animation; but timeline can't , maybe can add a function, button can play animation random ? random play some one layer's animations:) love timeline!
 
Hmm... what would be the best way to fix an animation for a character with a different height? I noticed there's a "bulk changes" option, so perhaps there's a better way than changing the frames one by one? Don't know if the "bulk changes" really applies to this case, though.
 
i want set a shortcut key to random play animation,but can't find random play function there: love timeline ! ;)

QQ截图20230102063516.png
 
@CheersMate @BigBoobCoomBlast69 can you show or share something that explains what you see? I tried counting with a watch and an audio clip that counted seconds and I was unable to make it out of sync. I had a similar report, but even though I completely trust the source, I ended up thinking it might be because the scene was actually out of sync before...

So, let's say your scene was timed for a high physics rate, your actual animation would have to be much slower (or faster? Not sure, I'm tired!) to match the actual play speed. Now, the speed is what it should have been, but your animation will not be much faster! (or slower? Ugh) but in reality, you compensated.

(NOTE: I re-read, and you say this is from a clean scene)

You know what? What you wrote sounds like a very good repro, I'll try that first and will report back <3
@Acid Bubbles
It appears my sync problem with v280 goes away if I FOLLOW THE DIRECTIONS and select Edit->Audio Link->AudioSource(Music). This didn't seem to be strictly necessary for older versions as I never linked to the audio source before, but it definitely is required now.
My experiment was to run the same animation w/ v275 & v280 (both with and without audio link to the music source). v280+no audio link resulted in the audio finishing ~35sec early on an animation of 223sec running at ~30fps. Once I linked it, it finished on time. Strangely, v275 finished on time whether I linked or now.

My new years resolution will be to read (and comprehend?) the entire timeline wiki!
 
@huiyu914 You can use groups to do that, name your animations group123/name123 and Play group123/* should show up, it will play any animation in that group. https://github.com/acidbubbles/vam-timeline/wiki/Blending-and-Sequencing#animation-groups

@Singaia there's no fool proof and easy way... you could adjust each control using bulk, yeah, but it's not super fun to do :D
yes , i have try it , solved my problem, very nice! thanks you !
share you a paid look var from china: https://drive.google.com/file/d/1Y3YMz2RWfgadqpVI0euM0z71XG1lortl/view?usp=share_link

and the group, can set on different segment?:D
 
@Acid can you make a plugin , that can display mouse in VR? mouse is easyer to choose taget and click, i play HoneySelect2VR use mouse very convenient ,mouse is much accurate 、fast、 Stable without shaking than handle
无标题4f342.png


i want use mouse in VR to make people 、to make scene …… :D
 
@CheersMate but but but... it works on my machine :D But yeah, more seriously, audio link is _the_ best way to sync up audio, but I'm annoyed because it _should_ be in sync with real time... I clearly got something wrong but I'm not seeing what it is...

@huiyu914 thanks! If you play animations that are on another segment, it will switch to that segment so yeah it should work. As for the mouse, I usually switch from VR to non-VR all the time, but I see what you mean. Having an actual mouse would be great! I'll have to hope someone takes up on the idea though, I'm full :D
 
Back
Top Bottom