@hunhunter I didn't use the cloth grabbing point enough to know it but it _should_ work... at least from what you say, I'd expect it to work. If you do find how to make it work, ping me I'm very curious!
As for the curves, it's been in my todo list forever to make it editable, but I never got to it. So, no way to make custom cuves for now
thank you for your response. unfortunately, i couldn't achieve what i was after though i have tried everything that i could think of. i mean it is working as an atom with timeline alright but it will never function as a grabber without triggering deactivate then activate, unless i can trigger the grabbing function manually without turning it on and off somehow, which what i was hoping for since an existing plugin called
desktopClothGrab by
prestigitis does it by manually dragging/drop with the mouse pointer, i am not sure how but clearly there is a way to call grabbing function. but i am sorry to disappoint, i am just an artist, not as knowledgeable as you guys ?
for now i have the following work around: the animation has a person who fixes their clothes by dragging them up, for this i activate the cloth grab atom off then on again on the previous segment for it to start functioning (otherwise it will not) right before that segment's end to minimal cloth disturbance on the wrong pose, then when we start with the segment where the grabbing animation occur, the cloth grab atom plays its own timeline on the shared segment where i animate it to pull up. also in my case i had to previously attach the node to one of the limbs to get to the right place in time, detach it and turn it off when done. for now it is "okay" but its not practical for more complex operations where you actually need multiple cloth grab nodes to get better results (each pulling from different side as a singular atom pulls a single point/area depending on size), it also will not look good on off-poses even though it may beattached to the body, causing clothes to jerk and all and finally it will force you to split your animations into more segments which will add up to the complexity over all.
as for the curves, i understand and i hope it will be present in the future. and if i may i have the following suggestion regarding the matter:
a curve appears between two keyframes in a single timeline right? lets say F1------F2, accordingly the curve on a 2D graph will have two points: start p1(x,y) and end p2(x,y) for each frame, and more points in between if you wish to make more complicated shapes (bounce, elastic..etc) but for now i suggest to keep it as simple as two points curve (sine) which will help us make ease-in and out motion tweens, also any average animator can use these two only to even create these complex shapes if they manage their frames on timeline wisely. now what i am suggesting is to add a separate tab for graph editing that only contains 4 sliders, each graph point has an x and y separate sliders, selecting the frame F2 (the next frame) activates the graph editor as usual, then edit those sliders and that's it. it also should work for for F1 in case of looping the way you have it currently. you could also move your existing graph presets to that tab to free up some space on the left layout of the plugin if you want. i am also sure everybody will appreciate a simple copy/paste graph buttons if possible as well as adding quick ease-in, ease-out and static presets as well. btw, i always thought that the "flat" preset you have is actually static p1(0.0) p2 (0,0) but it turned out it is not
i also would like to thank you for your continuous work and improvements, separate pos and rot animating is a FANTASTIC addition, and lastly i apologize for the long post but i only wish for your plugin to keep getting better and better.
i have pledged for your patreon btw, not that i sell content or anything but to show my gratitude and as a token of friendship. i can't promise to maintain it so i apologize in advance. i hope you the best and success.