Visulie ─ A Novel, All-Purpose Animation, Data, and Effects Suite

Lord oh lord why is such an awesome plugin 10 bucks :sob:
Literally pay to win

This looks sick! Do you believe it’s polished and safe enough for production level games? And if so, how is the performance compared to manually tweening, etc?

Yes, it is production ready. I’m currently transitioning to Visulie files for my own game.

While I haven’t benchmarked the performance, I’m fairly sure the performance is around the same (but possibly slower) than TweenService. This is unavoidable; there are so many features that Visulie provides that you can’t achieve using TweenService.

Sorry :sweat_smile:. These plugins take a heck of a long time to make. The first and second revisions take hundreds of hours cumulatively. I think it’s only fair to earn a little from that.

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Yeah makes sense, I’d do the same if i were you.
I guess I’m only saying this to profit off of this message but uhh… following suggestion:

Make a free, lite version that is SUPER restricted, so that people can test your plugin before buying it.
I wont ever spend a cent on roblox plugins but I think others might rather buy a plugin they’ve experienced before than one they have no real information about

I agree that a lite version would be nice, however, that also takes quite a while to make.

Even if I were to make it, what features would it have? A problem lies with the fact that this is an animation plugin with one goal: ease of animating instances. If I remove the animation part (which is literally what the plugin does), all you will get is a ScreenGui. It’s just like trying to remove a side from a square and still calling it a square.

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Visulie Renderer versions are formatted as such: a.b.c
a is the interpreter version.
b signifies feature iterations.
c signifies bug iterations.

Visulie 1.1.1

Features

  • Added embedded documentation
  • Added GetRigDependencies() method, which returns an array of the root instances of the animation rig
  • Added new parameter to Destroy(), which allows for the destruction of renderer instances without removing the model
  • Removed Stop() method
  • Added getActiveAnimation(), which returns the current Visulie animation playing on an instance, if it exists
  • Removed the rigDependencies argument for new()
  • Added loadAnimation(), which loads an animation onto the specified rigDependencies. If an animation is already playing on the rig, that animation will be overridden.

Fixes

  • Loading rigs now work properly

I’m loving the plugin so far, it’s really polished and well worth the money. Amazingly done.
I found a visual bug with dragging keyframes. On an animation longer than 60 keyframes it seems to still snap and clamp to 60 keyframes, which is really hard to work with.

Visulie testing.rbxl (63.1 KB)

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Hey, glad you’re enjoying the plugin! Apologies for that bug. It should be fixed if you update the plugin.

Visulie 1.1.2

Bug fixes

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can i pay u in robux :sob: :heart: :heart: pls donate or some

This looks really cool, I always wonder why roblox doesn’t have some kind of animator for VFX or anything in general, I mean are we supposed to manually animate everything via code?

I wonder of moonlite can be used to play moon2 files for VFX similar to this resource.

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I cannot say that there are no alternatives to Visulie. However, Visulie is fully integrated with itself and is the only plugin (that I know of) that intentionally supports this kind of playback in a live game.

There are multiple resources that allow you to play MoonAnimator files. Here are some that I see are more prominent:

I’m not too experienced with any of these, as I’ve never used them before. However, from the looks of it, using alternatives like Moonlite is likely to be much less performant. Since your models need to be loaded in advance to play, it might also feel a bit clunky to work with.

That being said, if you prefer to animate using MoonAnimator, these alternatives could be a better fit for you. I created Visulie to improve my own workflow, as I prefer a streamlined experience that doesn’t rely on external workarounds.


I’ve PM’ed you for further details!

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Visulie 1.1.3

Bug fixes

  • Fixed a bug where dragging a keyframe onto another keyframe in a keyframe strip with only two keyframes would cause the strip to disappear and trigger an error (as shown below).

Visulie 1.1.4

Improvements

  • Deleting keyframes used now immediately updates the animation state. It used to only update after you manually render the animation (such as playing or dragging the marker, shown below).

Loving your plugin a HUGE lot so far. Its much better than the standard animation editor.
Just, uhh, having some troubles.


So, I used animation:Play(true) hoping it would break the parts created for the animtaion but thats clearly not happening. I also used animation.Completed:Destroy(), hoping to achieve a similar effect, but to no success.
Can I play the animation on an already exisiting rig? That way I could skip the deletion all together.
Thanks for making such an awesome plugin tho :slight_smile:

EDIT: Now I understand it. The :Play(true) destroys the animation, not the rig. Instead, you have to wait for the animation to end and then :Destroy(false) it. Still, I can’t figure out how to animate a rig instead of making one

Also a recomendation: Add function details to the renderer functions by adding comments right above them

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Hey, glad you’re enjoying the plugin!

Quick question first, are you using the latest Visulie version? You insert the latest one under the file dropdown, not the version dropdown!

If you want to animate on an existing rig, use loadAnimation instead of new.

I’ll see if I can make these functions clearer! Thanks.

Oh wow thanks the loadAnimation makes this about 100x better than it already is.

Which version are we talking about? The renderer’s or the plugin’s?

Oh yeah I checked I’m using the latest renderer version (1.0.0)

Ah, sorry for not being clear about that. It’s ironic I’m still getting used to my own plugin’s terminology :sweat_smile:.

I’m talking about the Visulie Renderer version, which you can find using this dropdown:

image

You can find a constructor named loadAnimation:

Essentially, you provide the Visulie data, where you want to play it, as well as the rig you want to play it on. If your rig has multiple distinct sections, you load it as:

local Animation = Visulie.loadAnimation(data, origin, {RigPart1, RigPart2})

But I’m assuming (from the video provided) that you’re animating a hammer, which is contained under a model. In which case, something like this should work:

local Animation = Visulie.loadAnimation(data, origin, {HammerModel})
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I dont really know any of the terminology but I assume that by “Constructor” you mean the comment under the function? It has to be above the function in order to be displayed in code snippets :slight_smile:

Constructor basically means something that “creates” something. new() and loadAnimation() are constructors because they “create” an animation object that you can interact with. Instance.new() is a constructor, because it creates an instance. A function like math.min() is not a constructor, because it’s not creating anything.

The comments are there to try to explain what the function itself does, which I hope is clear enough for users to understand!

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