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First of all, sorry I've prepended "Play", the correct actions are "Next Animation" and "Previous Animation". But I think you've understood anyway.@SelakAR Play Next / Previous might be broken and legacy. There's a Play Next in Layer though. Segment _should_ work, as far as I know. I'm sorry I won'T be able to check for a while though, I'm overloaded!
Thank you! And thank you for such a quick response. That makes perfect sense and I will tinker tomorrow. And of course, there's nothing preventing me from continuing to use 252, it's a powerful tool and it's not like it stopped working. Tbh, the most time-consuming thing in VaM isn't flow diagrams, or re-texturing, or multiple instances of Timeline in a scene, or even cleaning mocaps - it's getting fingers to play nice and look halfway natural in motion and without clipping.@SelakAR FYI I did not forget you. I'm overwhelmed with stuff (as usual) but you're on my list.
@Mysterio Timeline will normally restore the saved morph range with your scene, and restore that range when loading the Timeline animation so it can animate correctly. That behavior was added to fix problems, so if I were to remove it I'd re-create those problems
@FluffyBunny this is something I'm aware of, another case of "a feature becomes a bug depending how you see it" What I suggest is that you either A) create an empty animation at the beginning of each layer with weight zero, so while layers do play they would be effectively no-op, or B) add a separate Timeline instance for global control.
The idea of segments is to have completely independent animations, but that can blend without worrying about layers grouping. So this is by design. Feel free to ask if that did not make sense or if it doesn't solve your problem, I'm sure there's a way!
@Mysterio Timeline will normally restore the saved morph range with your scene, and restore that range when loading the Timeline animation so it can animate correctly. That behavior was added to fix problems, so if I were to remove it I'd re-create those problems
Well @hentailondon the text is clear, but what would be nice is to have steps I can follow (where to click to get the same result). Might be as simple as constant curves not loading correctly, too. I'll need to figure this out at some point by any way to reproduce consistantly would be nice.
Thanks. No worries, take it easy.@SelakAR FYI I did not forget you. I'm overwhelmed with stuff (as usual) but you're on my list.
Besides the crashing when renaming Atoms, people who use my scene have now been reporting crashing when trying to change appearances :/. I'm still trying to figure this out, currently the only workaround is still: 1. Remove Timeline instances from person atoms 2. add new UIButtons and rename them 3. Add timeline back to Person Atoms (most of the time it remembers all the animations).Does anyone know why my VAM keeps crashing when trying to rename/remove atoms? If I remove the timeline plugin from person atoms, then I can rename atoms, but otherwise every time I try to add a new UIButton and rename it for example, VAM crashes to desktop . This started recently and I haven't been able to fix it. I tried removing timeline and adding it back in. Tried exporting all animations and importing back in and still same issue :/
Under options for each instance of Timeline you can set "Sync with other atoms" on or off to make it self-contained.how do you prevent one instance of timeline from stopping another instance when you use a "stop playing" trigger?
Under options for each instance of Timeline you can set "Sync with other atoms" on or off to make it self-contained.
It should still apply even if the wording of the option suggests different. It'll not respond to any other Timeline instance being stopped in the scene once ticked. Only stops directed, directly, at it.Sorry, I wasn't clear; multiple instances of Timeline running on the same person atom.