Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Downloads

  • AcidBubbles.Embody.45.var

Missing 1 file, as this post has not yet been imported.

Content

I'll be lazy and make a single post for both :D

Embody 0.3.13

- Ability to bind a toggle key for non-person atoms (and open the help page too)
- Button to apply possession springs permanently (so Timeline recording is more reliable)

Timeline 5.0.0-alpha.2

This is still in progress. I'm finishing a large refactor to allow better handling of selected/collapsed state throughout multiple layers and animations, and another refactor to allow eventual better handling of morphs animation WITHOUT using the "fav" method. But the very next thing I plan on doing is improving mocap recording by expanding the animation duration live and revamp the "add targets" screen. Then I will review whether I should move to beta or if I should add more stuff in 5.0 :D

WARNING : I had a report of a corrupted scene because of this build so I'm taking the download down for now

- Open the curve types popup upwards so it's actually usable
- Split animations at scrubber position
- Merge animations
- Keybinding actions for lock/unlock
- Ability to collapse target groups (selected targets will still be visible) - This is an in progress work and other improvements, like syncing the Targets list, will come
- Ability to create new animations with or without carrying the previous animation settings
- Additional diagnostic tool detection for mismatched preserve loop and mismatched speeds


Comments

Mrspirit

Thanks for all the work you've done for VAM. Timeline made making scenes so much easier. <3

CaseEP

Lazysnerk ...! ;)

Dozing Panda

I'm reading the source code of Embody on GitHub and these lines confused me: In PassengerModule.cs, function PreActivate(): var navigationRigForward = SuperController.singleton.navigationRig.forward; var rigRotationOffset = Vector3.ProjectOnPlane(navigationRigForward, Vector3.up); _rigRotationOffset = Quaternion.Euler(rigRotationOffset); After doing ProjectOnPlane, rigRotationOffset is supposed to be a normalized vector, isn't it? However, Quaternion.Euler is taking three angles in degree, so _rigRotationOffset will end up being very trivial, since the three numbers are all less than 1 coming from a normalized vector. Is this a bug or if I missed something?

acidbubbles

You are absolutely right... That's weird, I'd expect to have seen random orientation results during testing... Thanks, I'll check that out. I think since it's always a fraction of a degree it's pretty much useless and could be removed.