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Timeline 6 dev features overview

This release is not done yet, but there are new systems that I'd love to get some feedback on. So, if you're interested, try it out and let me know what you think! And keep in mind, this is an alpha so backup your scenes!

Download it here: https://www.patreon.com/posts/67566198 (build v6.0.0-beta.11)

Features

Audio scrubbing, audio sync and live triggers

This will make animations that must sync to music or speak much easier to make, and behave as expected same on other computers with lower performance.

Segments

Segments are a new concept that should greatly simplify animating multi-steps scenes. In short, each segment can define it's own layers. For example, if you have an animation that has a layer for the upper body only, and then another animation that needs a layer for hands, a layer for the head and a layer for the lower body, each segment can define those. Only one segment can play at a time, making them self-contained and predictable.

There's also the concept of a "shared segment" (maybe I'll think of a better name) that contains animations and layers that will be allowed to play independently of the segment. For example, you can have a "breathing" layer that will play on all your segments.

I'd love to hear if that all made sense to you! I'm convinced this will be extremely useful but it's also probably hard to guess how this works just from the interface.

Smoother blending

Export and import segments with no conflicts

This is a work in progress, but the idea is to allow people to import animations and have them "just work". Both the code and how to provide that conceptually isn't fully fleshed out, so you might want to wait before exploring that.

Add and animate controls and storable floats on other atoms

This means you can add anything from your scene to a single Timeline instance. I recommend making one Timeline instance per atom, but in some cases, you might want to animate an object (e.g. a CustomUnityAsset) as part of your Person animations; or you might want to animate a group of objects together; that is now possible.

Trigger to disable animated controllers

This allows disabling Timeline on a specific control, e.g. to allow another plugin to take over. Because it's using a float param, you can smoothly blend in our out how Timeline affects a control.

Time offset

This feature allows you to define an offset for an animation; same-name animations will run with a different starting time, when playing, scrubbing, or sequencing. For example, if you want to have the hip and head run on perfect timing, and then tweak the head to have a slight delay, you can change the Time offset field in the Sequence tab. You can change it in real time. I'll post a video on Twitter soon-ish that shows an example of how it can be used.

Usability and UI improvements

There are many smaller things that I think are worth mentioning, though they are not as "sexy" as the main features :)

Bug fixes

What's next?

Timeline 6 dev features overview

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