VaM 1.x UIAssist and timeline animations

Threads regarding the original VaM 1.x

Pharanesch

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Dec 31, 2021
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I was wondering how to correctly use the animations from Cute Idles Simplified together with UIAssist.
I have something that "works", but I think it might be quite detrimental, as it makes my VaM instance take really long to load. And the uiap file goes from 371KB to 400MB.

What i have basically done.
Before creating the button, I have imported all the animation I want into timeline. Then for the button, I first load the timeline plugin on the person and then select "Capture the initial data". I then set the animation and play.
This seems to work for the different animations I want, but I think that might actually save all of the animation info in the uiassist file, and not just the reference to the animation, thus the bloated filesize.
1788112634467.png
1788112651931.png


It feels like it should be possible using the "Perfom Silent Import From File", but I just can't figure out how to get it to work.
1788114764954.png

With this, the first click on the button returns:

Code:
!> Timeline: An error occurred during silent import from file: System.NullReferenceException: Object reference not set to an instance of an object
  at VamTimeline.AtomPlugin.get_operations () [0x00000] in <filename unknown>:0
  at VamTimeline.AtomPlugin.SilentImportFromJSON (SimpleJSON.JSONClass json, System.String conflictMode) [0x00000] in <filename unknown>:0
  at VamTimeline.AtomPlugin.PerformSilentImportFromFile () [0x00000] in <filename unknown>:0


While the second press actually loads the segment/animation. But when playing the animation, it gets all wonky, like the coordinates are getting changed.
1788115331993.gif


compare to doing it manually
1788115473796.gif


Are there any way at all to mirror the manual way?
Any help or ideas would be appreciated.
 
I works fine if the action is split up into three different buttons. 1. Load Timeline, 2. Import the animation, 3. Play the animation.
It seems like there is some reference that isn't set in time for before the next operation tries to access it.
1 and 2 together results in the "Object reference not set to an instance of an object" error, while 2+3 result in the janky animation.
 
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