Embody 0.3.13 & Timeline 5.0.0-alpha.2
Added 2021-07-09 02:29:00 +0000 UTCI'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
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.
Acid Bubbles
2021-07-14 13:42:09 +0000 UTCI'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?
Dozing Panda
2021-07-11 14:25:45 +0000 UTC:P
Acid Bubbles
2021-07-09 23:13:22 +0000 UTCLazysnerk ...! ;)
CaseEP
2021-07-09 21:06:09 +0000 UTCThanks!
Acid Bubbles
2021-07-09 11:44:49 +0000 UTCThanks for all the work you've done for VAM. Timeline made making scenes so much easier. <3
Mrspirit
2021-07-09 07:52:32 +0000 UTC