• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
Weaver

Plugins + Scripts Weaver

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Arachnut

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Arachnut submitted a new resource:

Weaver - Timeline Animation State Machine

🕸️ WEAVER v0.5
Timeline Animation State Machine

Weaver is a state machine plugin built around Timeline that handles animation flow for you. Instead of manually wiring triggers and transitions, it organizes your clips into states, manages playback, and moves between positions in a way that stays smooth and consistent.

It’s designed to take the usual “stack of triggers” problem and turn it into something more structured and easier to scale.
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Hey, great job! I have a question about gaze though... is it currently working as supposed? I set manual target of empty atom parented to person's head (coz target choice has only person as a choice, instead of body parts). Looks like person with a plugin on has their eye target changing, but it all looks jittery and the head is moving kinda erratically, comparing to MacGruber Gaze + AcidBubbles Glance. Guess it's not a time to replace those two, but I wonder if I've been doing something wrong or that feature is currently not working as expected. I'll play around with other features though, this looks very promising. Cheers.
 
Hey, great job! I have a question about gaze though... is it currently working as supposed? I set manual target of empty atom parented to person's head (coz target choice has only person as a choice, instead of body parts). Looks like person with a plugin on has their eye target changing, but it all looks jittery and the head is moving kinda erratically, comparing to MacGruber Gaze + AcidBubbles Glance. Guess it's not a time to replace those two, but I wonder if I've been doing something wrong or that feature is currently not working as expected. I'll play around with other features though, this looks very promising. Cheers.
I will investigate! Truthfully, I haven't pushed that aspect of the plugin to it's limits-- as I've focused on the navigation and state machine mechanics (which, if you check, my free Patreon will clue you in on what's next-- super stoked!)

And yes, it's certainly not a replacement for MacGrubers amazing plugin or Acidbubble's superb tool. Gaze is a lesser feature that I want to take to the next level, and plan on refining... but you seem do have caught it with it's pants down. I'll add this to the list of important sub-routines to investigate! I may not have an answer until next week sometime, though.

Please let me know if anything else seems off, this feedback is extremely helpful & enlightening; I appreciate you taking the time to chime in! 💓
 
what a great plugin! I love it. can see me using this quite a lot. still a fair bit im not sure about and maybe doing wrong but im getting good results so far.

Not sure if this is a bug though, even in your demo. all variants auto or manual. Bridge animations don't seem to play and the plugin defaults to auto-bridging instead? even with auto-bridge variants unchecked.

for example: BJ-SHAFT>BJ-DEEP the hands both go up at the same time but the timeline animation they go up at different times. same thing is happening in a fresh custom scene, bridge animation never plays but does look like it auto-bridges :unsure:

Also getting flaky Gaze issues like above. erratic, fast, jittery. I turned it off and use gaze/glance separately for now
 
what a great plugin! I love it. can see me using this quite a lot. still a fair bit im not sure about and maybe doing wrong but im getting good results so far.
Cheeeeers!
... even in your demo. all variants auto or manual. Bridge animations don't seem to play and the plugin defaults to auto-bridging instead? even with auto-bridge variants unchecked.

for example: BJ-SHAFT>BJ-DEEP the hands both go up at the same time but the timeline animation they go up at different times. same thing is happening in a fresh custom scene, bridge animation never plays but does look like it auto-bridges :unsure:
Hm, I'm not sure if I understand the issue exactly. I suppose I can say this, that will maybe help: turning off auto-bridges does not stop variants from being accessible. That just means it wont look for the bridge/transition/in-between animation between those variants unless a manual Bridge was added. Does that make sense?

Let me know if I'm misunderstanding what you're seeing! Additionally, I wont be able to get back to bug fixes until sometime next week, unfortuantely.

Also getting flaky Gaze issues like above. erratic, fast, jittery. I turned it off and use gaze/glance separately for now
Apparently Gaze needs a lot of work, ha! I apologize. I intended to ship version 0.5 with a working, simple gaze mechanic in place to build upon-- but my intent was not to push it being a mess. It is a system that was least tampered with after implementing the basics and wiring it to the other systems. I'll be investigating and enhancing it as much as I can.

Cheers, all! ❤️
 
Cheeeeers! Hm, I'm not sure if I understand the issue exactly. I suppose I can say this, that will maybe help: turning off auto-bridges does not stop variants from being accessible. That just means it wont look for the bridge/transition/in-between animation between those variants unless a manual Bridge was added. Does that make sense? Let me know if I'm misunderstanding what you're seeing! Additionally, I wont be able to get back to bug fixes until sometime next week, unfortuantely. Apparently Gaze needs a lot of work, ha! I apologize. I intended to ship version 0.5 with a working, simple gaze mechanic in place to build upon-- but my intent was not to push it being a mess. It is a system that was least tampered with after implementing the basics and wiring it to the other systems. I'll be investigating and enhancing it as much as I can. Cheers, all! ❤️

sorry I waffle a bit.

the bridge animation is not being played. it is in timeline and named correctly. auto discovery adds it to bridges. it just never plays. im getting this behavior on your demo and a custom fresh scene.

I see they are actually named differently in the bridges tab. yours are showing up as "SHAFT>BJ-DEEP" id have thought that should be "BJ-SHAFT>BJ-DEEP" ?

hope that clears things up.
 
sorry I waffle a bit.
Love waffles!🧇

the bridge animation is not being played. it is in timeline and named correctly. auto discovery adds it to bridges. it just never plays. im getting this behavior on your demo and a custom fresh scene.
Interesting! Either there's some goofery going on coding wise that I missed, or it's possible I misnamed something during/after the scene creation. But it's also odd that it's happening on your fresh scene as well.

I see they are actually named differently in the bridges tab. yours are showing up as "SHAFT>BJ-DEEP" id have thought that should be "BJ-SHAFT>BJ-DEEP" ?
Bridge animations should be named like this:
STATE-VARIANTA>VARIANTB

So for example:
From: BJ-SHAFT
To: BJ-DEEP or BJ-TIP

Bridge animation names would be:
BJ-SHAFT>DEEP
BJ-SHAFT>TIP
BJ-TIP>DEEP
BJ-DEEP>SHAFT

(all further complicated if using the $ [priority/hub] symbol-- and there was some interesting behavior where BJ-SHAFT>DEEP didn't work as well as BJ-SHAFT>DEEP/1 due to a goof I did-- will need to investigate when in the country and back to work proper)
hope that clears things up.

I hope I'M CLEARING THINGS UP ha. Will for sure be investigating this in my scene and the plugin as a whole. Thank you for being collaborative, mate. 💓🕷️💓
 
Hey, great job! I have a question about gaze though... is it currently working as supposed? I set manual target of empty atom parented to person's head (coz target choice has only person as a choice, instead of body parts). Looks like person with a plugin on has their eye target changing, but it all looks jittery and the head is moving kinda erratically, comparing to MacGruber Gaze + AcidBubbles Glance. Guess it's not a time to replace those two, but I wonder if I've been doing something wrong or that feature is currently not working as expected. I'll play around with other features though, this looks very promising. Cheers.

Hey @babul mate, is this (spoiler below) what you're seeing? Note the EyeTarget, as well as her saccades-- this is normal. In this scene, the Focus atom pool consists of the two empty atoms down by the neck of the male. Or, are you seeing something more strange and intense than this?


Furthermmore:
- What are your large and small saccade settings?
- What are your gaze settings at large?
- Do you have "Include Head" toggled 'True' (if so, this is probably what's goofing it, this is not for 99% of cases especially with the headAtom used on Timeline)

I hope the latter is what's giving you grief-- that would at least be expected! Ha! 😅🥴

PS: Just added some cool (although possibly more CPU heavy) options for gaze and fixed a few bugs. Will be updating on the hub shortly.
Cheers!
 
Arachnut updated Weaver with a new update entry:

Weaver 0.6 - Match Variant, Interrupt Inherit, Previous State Timeout, Gaze Enhancements, Bug Fixes

🕸️Weaver v0.6 (hub v2) - Release Notes​

New Features

🔀Navigate To State: Matching Variant
  • New trigger action that intelligently matches your current variant when navigating
  • Example: In RIDE-HIPHOLD, trigger "precum" → automatically goes to PRECUM-HIPHOLD
  • No more (or, less) manual variant tracking required
...

Read the rest of this update entry...
 
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