Is 2d animating still possible in the new version?
Right, I forgot to add that in.
You should be able to drag around your content folder now.
Visulie 2.2.0
Features
- The Visulie animation container can now be dragged into other instances, such as ScreenGuis to create 2D animations, or animations within ViewportFrames!
Hello again, one more thing, I don’t quite understand how to animate a UI, do you have any demos or something like that?
Sure!
It’s very simple, actually. Here’s a short video tutorial:
After you export your animation, you can play the animation using the Visulie Renderer module:
local Visulie = require() --> path to the visulie renderer
local Animation = Visulie.new(yourAnimationData, CFrame.identity, YourScreenGui)
Animation:Play()
Is it possible to make/load animations on pre-made gui objects?
What do you mean by “premade” gui objects? If you mean loading and playing animations on existing objects, yes, you can.
local NewAnimation = Visulie.loadAnimation(yourAnimationData, CFrame.identity, {YourExistingObjects})
NewAnimation:Play()
Visulie 2.2.1
Bug fixes
- Fixed misaligned keyframes for animation lengths that are not multiples of 60
Amazing! Can’t wait to try it out!
Visulie 2.3.1
Features
Sometimes, you have instances with many, many properties. However, you also realize that these properties only have one keyframe. This is annoying, as all the keyframe strips clutter up what is actually useful (the properties that have multiple keyframes). Here’s a demo of this new feature:
Adjustments
- Minor visual improvements
Hi! Just bought the plugin.
Please fix this one issue where whenever i try to interact with the keyframes, the object (screengui Frame) that im selecting keeps getting unselected, which make me unable to adjust or remove the keyframes
That aside, the plugin is worth it!
Hey, I’m glad you like it!
I’ve slightly changed how selections work. Having nothing selected retains the display of your previous selection. Let me know if this change causes any problems! It should fix your issue.
Visulie 2.3.2
Adjustments
Thanks! You’re really fast.
I got a suggestion, you should like add onion skin just so animating would be easier.
Happy to help!
That’s not a bad idea. I’ll add that to the to-do list! But there isn’t a planned release date for it yet.
Hello, Would the plugin support MeshParts in a future?, Or it would be the same as unions?, Currently It won’t let me edit MeshPart Properties
Sorry! I was in the middle of making this feature a while ago but I guess I forgot to complete it! I rewrote the entire plugin (without a to-do list, which was silly), so I must’ve just forgot.
It should be up and working now!
Visulie 2.4.0
Features
-
MeshPart support. Keep in mind that
MeshId
isn’t an animatable property! You cannot change theMeshId
dynamically within the animation. It will save as whatever you set it as during export.
Best plugin support I’ve seen! fast implementation of suggestions and feedbacks!
Hey not sure how to test this myself: Would :SetOrigin work while an animation is playing? (Ill reply to myself in case i find a way to test it)
Thanks! It just happens that many of these suggestions/fixes are fairly straightforward to complete. School is almost done, so I also have more time to complete it.
Yes, it was designed for that purpose.
Visulie 2.4.1
Bug fixes
- Hidden keyframes are no longer selected when hiding static keyframes
Previously, if you had keyframes hidden with the “Static Keyframes Strips Visible” option, were were still able to select the invisible keyframes with the selection box:
This has been fixed in the new version:
- Creating an animation event no longer expects an argument to be fed into it. This was unintentional behavior, as animation events can be run without any arguments.
Is it possible to implement to have a method that u can attach the origin to the BasePart or Model that has PrimaryPart? so we don’t have to make a RunService implementation if we want to move the effect together with the part we want to attach. Theoretically welding the origin on a BasePart.
You don’t actually have to hook it up to runservice to have the animation follow a part. I would reccomend just using the CFrame changed signal to reposition the animation:
Part:GetPropertyChangedSignal("CFrame"):Connect(function()
Animation:SetOrigin(Part.CFrame)
end)
While it is a simple feature, the implementation is also incredibly easy as well as being more customizable.