• Happy Holidays Guest!

    We want to announce that we will be working at reduced staffing for the holidays. Specifically Monday the 23rd until Jan 2nd.

    This will affect approval queue times and responses to support tickets. Please adjust your plans accordingly and enjoy yourselves this holiday season!

  • Hi Guest!

    Please be aware that we have released a critical security patch for VaM. We strongly recommend updating to version 1.22.0.7 using the VaM_Updater found in your installation folder.

    Details about the security patch can be found here.
Timeline
Potential bug when using the controller parenting TL?

When pressing stop any parented controllers are not returning to their original key framed position. This happens each time stop is pressed or when switching back and forth between animations. It happens with"Always on parenting" on or off.
 
Hi, does anyone know how to make it work? NextAnimation and NextLayer are working fine, but NextSegment (and PreviousSegment) are not working and can't be triggered. Test button does not work either. I created a clean scene and added 2 UIButtons with triggers. Then created 2 simple segments with pose only. When I click the buttons, they do not switch segments. I tested it with other scenes too.

I know that Next/Previous Segment option has been added in the latest update, may be it is broken?

I tried to make it another way - using Logic Bricks, but it is a pain, I have to add every single segment to the brick and if I want to switch animations set, I have to change all the bricks again.

@Acid Bubbles

TimelineSegments.png
 
After creating an animation, "detaching" and "moving" the "root" of the character seems to completely break the animation.

IS there a way to fix it?
As in fix the animation retaining the new position of the root?

You do not detach the root node from the character to move root node. Here's how I move the root node alone:




Remember that all active controls on the atom have to be included in Timeline. For example, if you have a pelvis atom active on the atom and it is not present on the Timeline, moving root node my way is going to break animation. You just have to add those nodes to Timeline (using Target tab) and apply Pose in Timeline. Then you can procees with the procedure.
 
Hello,

First of all, thanks a lot for your awesome plugins !

I have a weird bug, when doing small rotations between two keyframes, in some cases, it seems the resulting rotation does for example 340 degrees instead of simply doing 20 degrees. (see attachment)

Any idea please ?

(I tried several curve types)

I can send the scene to reproduce the problem if you want.


EDIT : found the solution when there are weird rotations between keyframes :
- check "Ensure quaternion" continuity in Edit tab
- select bugged keyframes and override them wih a simple copy / paste
- enjoy !
 

Attachments

  • Animation.gif
    Animation.gif
    6.1 MB · Views: 0
Last edited:
I've been getting this error lately too, not sure why as I have not done any changes to the plugin timelines that should be causing this. This occurs with a single animation that I imported from another scene. The animation from the other scene doesnt spawn this error, and i make no changes to it upon load into my timeline.

ETA: Seems there is a limit to the length of animations in total. I deleted a few of the other animations in my timeline and the error goes away, i left the new "offending" animation. Once i deleted some of the other animations the error goes away. I ended up deleting about 2 minutes less than the new animation I imported, so i must have only a had a few minutes left before the error would show up. Looks like it takes into consideration any segment, so these could all be in 1 segment or across many.
I face the same issue now, after I added a very long CamRide animation (seemingly). This one is 671 sec long, but it does not seem to get destroyed when the message appears ("Suspiciously long animation rebuild"). I have no idea what the limit would be. Does anyone know? Or does it help to split a "very" long CamRide animation?
 
I face the same issue now, after I added a very long CamRide animation (seemingly). This one is 671 sec long, but it does not seem to get destroyed when the message appears ("Suspiciously long animation rebuild"). I have no idea what the limit would be. Does anyone know? Or does it help to split a "very" long CamRide animation?
Hello, I looked at the code, if animation "building" took more than 1 second, this message appears.

As far as I understand, this operation concerns only one animation, so I guess that that if you split it it should be better (or put less keyframes inside it).

Let us know if it helped :)
 
Last edited:
You do not detach the root node from the character to move root node. Here's how I move the root node alone:


View attachment 425353

Remember that all active controls on the atom have to be included in Timeline. For example, if you have a pelvis atom active on the atom and it is not present on the Timeline, moving root node my way is going to break animation. You just have to add those nodes to Timeline (using Target tab) and apply Pose in Timeline. Then you can procees with the procedure.
Well for me its too late for weird stuff like that. I already moved the root and saved.
Whenever i press play or pause the complete animations is broken and unrecoverable even with pose changes/saves etc.
 
Hi. Great plugin. I have a problem - I can't edit or add animations. I can set-up the first animation fine, then if I want to change a keyframe in the existing one or place any new keyframes in a new animation, I move the time 1 sec then move the controller but no keyframe appears - just a grey vertical bar - there is no error message. Also - I cannot change the duration of the existing animation or change a new one from 2 secs. In both cases when the time is advanced from the first frame the box below says 'no keyframe' and it deselects the targets. Can't find this issue replicated elsewhere. I assume I have something wrong but I am following the wiki and video examples exactly. Using latest VAM and timeline versions. Thanks for any help.
 
Is possible to edit morphs outside Timeline (from another plugin or morphs tab directly) and then save the current morph as a frame?
 
Hi, does anyone know how to make it work? NextAnimation and NextLayer are working fine, but NextSegment (and PreviousSegment) are not working and can't be triggered. Test button does not work either. I created a clean scene and added 2 UIButtons with triggers. Then created 2 simple segments with pose only. When I click the buttons, they do not switch segments. I tested it with other scenes too.

I know that Next/Previous Segment option has been added in the latest update, may be it is broken?

I tried to make it another way - using Logic Bricks, but it is a pain, I have to add every single segment to the brick and if I want to switch animations set, I have to change all the bricks again.

@Acid Bubbles

View attachment 425336View attachment 425337

Hi there!

I had the exact issue at the beginning of the year. Just wondering if you found a fix for this yet (other than using Logicbrick). It seems this is a built-in function which should be working just as "next animation". I rarely use the logicBrick approach since I usually have a lot of different segments in my scene, and it takes too long to set it up just for this next/previous function.

Thanks!
 
The latest VAM patch ended up breaking the plugin for me. It's giving me a bunch of security errors and it won't play any scenes anymore. Going back to the previous version of VAM fixed the issue.
 

Attachments

  • d59bcc8519fb62a0392d47a0bb47560d.png
    d59bcc8519fb62a0392d47a0bb47560d.png
    167 KB · Views: 0
The latest VAM patch ended up breaking the plugin for me. It's giving me a bunch of security errors and it won't play any scenes anymore. Going back to the previous version of VAM fixed the issue.
I can second this as I'm seeing the same error codes.
 
The latest VAM patch ended up breaking the plugin for me. It's giving me a bunch of security errors and it won't play any scenes anymore. Going back to the previous version of VAM fixed the issue.
Exactly the same thing is happening to me. I tried deleting it from the folder so that it could download again but the error persists. Does anyone know how to solve it or what happened? That plugin is basically the VAM engine.
 
The other day, VaM released a new patch and since then I get an error with this plugin. I removed it from my files and downloaded it again, but the error still remain.
The one on top, ugh.vmb has been there forever, and it has not kept me from using the plugin.
ErrorTimeline.png
 
Back
Top Bottom