Visulie Version 1.4b
- Bug fixes
- Different types of instance values that previously errored (such as
Part1
andPart0
) no longer errors
- Different types of instance values that previously errored (such as
Part1
and Part0
) no longer errorsDoes this means with this plugin we can make in game fully animated cutscenes, I want to add cutscenes to my game but there are no good ways of doing it on roblox, most of the ways involve manually scripting loads of things, or just these basic ugly camera angle “cutscenes”
But if I am not incorrect with this plugin we can fully animate cutscenes and actually play them in game.
Positive Comment & Thank You!
I hope this comment isn’t too long, and it isn’t spam or anything like that. I apologize if it’s too lengthy for everyone’s comfort, but I wanted to be as descriptive as possible and share my appreciation of this plugin, resource, and the creator.
This plugin is exceptional. As I’ve constantly checked the dev forum daily for useful resources, amongst all of the many helpful ones, this one is definitely the favorite of mine; well worth the price too. It’s absolutely amazing! Thank you for your hard work and constantly updating it!
For anyone else wondering if they should buy the plugin:
This is by far the best and most dynamic animator I’ve ever seen. Again, thank you very much!
Whenever I make animations and effects using it (or an experience displaying them), I’m definitely going to credit you and your plugin so other Developers can purchase it, support you, and improve visual effect design as a whole on Roblox!
The use cases are nearly infinite. It’s insane.
I adore this community and all of you amazing developers, and VegetationBush (Plugin Creator of Visulie), I wish you luck with your future projects, including any experience you decide to make using your amazing plugin. I’m totally going to play it to support you, especially if you made a plugin this good.
(I bolded your username instead of mentioning you, because I didn’t want to disturb or notify you; but I’m referring to the plugin creator! ^_^)
(Again, sorry for the lengthy comment everyone, I am very descriptive, and I usually don’t comment on the forums since I’m shy, but this plugin has helped me extraordinarily so I wanted to give the plugin creator extremely positive feedback and to be friendly! )
It is possible do animated cutscenes, although, it may be a little different than you’re currently used to. There is no support (and likely no future support, but it’s not out of the question) for camera movement as that’s not the purpose of this plugin. Although, you can still animate long scenes and use a part as a guide for the camera (camera has to be manually scripted). Moon Animator would be better suited for creating cutscenes.
but then I cant animate the objects, because moon animator only supports rig animations.
Hello! It’s me again. I’ve come across some issues while using the plugin today. I also have some suggestions for the plugin. This is a pretty lengthy analysis with hours of testing, so I apologize if it’s a struggle to analyze. I formatted the best I could by bolding key words.
Also, “VFX” means Visual Effects but shortened, for those who don’t know. Sorry if this was an inconvenience!
Formerly, I’d create VFX from parts and re-assign them accordingly after the editor had been opened, but I tried something different today, like pre-creating a cylindrical beam instance using Archimedes for layout, and the Coordinate Frames (CFrames) get misarranged.
Here’s a screenshot (I’m using a regular baseplate, so I don’t think those coordinates are quite correct ):
Baseplate Coordinates:
My VFX Model’s Pivot Point was originally directly above the Workspace Origin of Vector3(0, 0.5, 0).
Whenever I drag my VFX Model into the Editor Folder to start animating it, all of their CFrames become misarranged as well. I am not using MeshParts, except for one inside of a model that simply changes pivot as the plugin in its current state intends generally. However, I’m using a bunch of transparent parts with Particle Emitters, UIs and other compatible instances inside of them that all render perfectly under the output as a compatible instance with the plugin.
Yes, I’ve tested both during run-time and in studio normally. Also, during run-time the “Origin” part is unanchored, and I’m not entirely sure if it causes issues or not, but it does make it difficult to center parts where I want them because of it. I’ve tried anchoring it, manually repositioning each part, manually repositioning the Origin itself, messing with every possible property of the Adornment inside of the Origin, and holding “Z” to move the origin around. (though that’s probably only for your testing example I’ve come to realize)
My question is, does this plugin allow developers to create parts from scratch within the Editor Folder only or are you allowed to pre-build your VFX before properly animating it with the plugin?
If your intention was to support pre-builds before dragging them into the Editor, then I have a few suggestions too (though even if it wasn’t the intention, it’s a god-tier expansion for this plugin that would pretty much eliminate any flaws with it):
Trying to rotate Parts and UIs in an entire 360 degree angle isn’t possible to my knowledge. I’ve made a spell-circle but it can only turn to 270 degrees maximum. If I try setting it to 360 degrees, it goes back to 0 in the direction it came from. In addition, UIs cannot be rotated at all (Their rotation property). If you’re wondering, I used a SurfaceUI. This is mostly an internal issue since 0 and 360 are the same on the Unit Circle. However, if there was somehow a boolean way to differentiate continue turning forward to reach 360 versus reverse to reach 0, it’d be ideal. This is more of a feature request hypothesis that I’m describing here though, unless you could somehow add it?
Even though the Mesh ID and Texture ID properties of a MeshPart cannot be changed during run-time, simply resizing them or changing their normal part properties should be fine right? If the plugin creates a new MeshPart from scratch, maybe there could be a way to identify a reference folder in our own experiences that grabs and clones an existing MeshPart from somewhere replicated for use in its respective animation by CollectionService Tag or Instance Name? Better yet, it could cache or store the individual instances in a folder that Visulie solely handles in the users experience once it’s loaded in with script permissions if they load them into the editor with CollectionService Tags so they’re not mixed with other parts. I hope this is a useful suggestion, and I’d love to see it accepted!
Whenever you close the editor, your original VFX Model or instances you worked with beneath the editor folder are permanently deleted, and not backed up. A backup option would be resourceful I believe. Unfortunately, because of the lack of backups, I lost a nuclear mushroom cloud effect once when experimenting with the plugin for the first time. (Yes I could’ve reverted my experience, but not everyone should have to do that just to recover one effect; especially for people like me who save frantically so I don’t lose anything.)
These suggestions are optional, I’m only suggesting it, but I’d really appreciate it. I’d absolutely never need scripts again for complicated VFX except for syncing with Visulie’s event system to generate Crater VFX. You’d be carrying most of the VFX community on your back with a plugin this golden.
If these changes were made, it’d perfect this plugin! I strongly recommend these suggestions, and I hope they’re helpful to developing this product and easing user access.
I hope this is helpful, thank you once again.
You can technically make cutscenes with this plugin, although it’s not what this plugin is designed for so there may be some caveats:
Yes, you can use this plugin to animate long cutscenes, but it would have a different workflow than you’re used to if you are used to using Roblox’s built-in animator or Moon Animator.
Can you elaborate on this issue? Are the parts moving the moment you put it in the editor? Is it during playback? Some pictures/videos of the problem can help me diagnose this issue. Thanks!
However, I’ve come to realize that the WorldPivot
of the Model instance isn’t the CFrame
position of the model, but rather, just the pivot . This may be the cause of the issue as I see you’re using a lot of models. I’m currently trying to find a method to get the actual transformation of the model in world space. There is no native API for getting model CFrame changes, so a solution/workaround is being used for.
There’s a feature I would like to add to the plugin, although, it may interfere with some workflows. I’m thinking about implementing a relativistic system. PVInstances (e.g., Models, Parts, Wedges) would have their CFrame
relative to their parent’s CFrame
. For example, a part parented to another part would have their CFrame
relative to the parent part rather than the Origin Part. This would enable more standard rig creation experience without the need for Motor6Ds. I’m wondering if you think this is a breaking feature so I can put more consideration into the steps I take to implement this feature.
I’m not quite sure what you mean by the Origin part during runtime. The Editor Folder has archivable set to false
, so the folder and its descendants shouldn’t be appearing during runtime.
For ease of use, both are possible.
I’ve run into this issue as well. My current (although crude) solution is to split the rotation into 3 sections. From 0 to 179 degrees, 179 to 181 degrees, and then 181 to 360 degrees. However, this does not work for all use-cases.
This is a very good idea! I’m going to experiment with this. Thanks for the suggestion!
This is a solution I’ve thought about implementing as well! My current plan is to clone the MeshPart and parent it into the exported data module. When the animation player tries to load the instance, it will then reference the cloned MeshPart.
I’m sorry you lost progress. A backup option would definitely be made.
Thank you so much for your feedback!
This looks neat! Can this be used in GUI’s?
Sorry for the lack of media to portray the issue! Thank you for your response, and I’m glad you’ve considered many of the same things I have.
Yep, here’s my OBS recorder showing the entirety of the studio window, with the properties and explorer menu open. The parts I used were transparent, but I’ll use visible parts so it’s easier to analyze.
For the sake of covering all possible outcomes, I will demonstrate these both in and out of run-time.
External Media External MediaI’ve never attached a file that isn’t a screenshot, let-alone a video to the Dev Forum before. Please notify me if the videos do not work as intended.
Credit to MooseBroose for the happy home remodel used in this demonstration. It is not mine, and is a free modeled resource used to example in my media.
I’ll show a long-demonstration of every detail here, that will be bulleted below:
Perhaps using the Primary Part of the main model that is dragged into the Editor Folder could perhaps be a frame of reference for where the editor marks its pivot? I am not very familiar with world coordinate properties, since I mostly use the local properties for coordinates on most instances, but I hope this idea helps or if there’s anyway I could further develop a solution!
I haven’t paid attention to the archivable property, but I’ve been using the “Run” method to test run-time in studio, rather than playing with my local character. Once I run it, I load the plugin during run-time and open a new animation while the experience is running. If I shouldn’t be able to see the folder during run-time in spite of this, then I think that might not be intended to happen? I’m not entirely sure how the archivable property behaves except to mask instances on the client, but probably because during “Run” mode, the host is the server, so it probably bypasses this.
No problem! I am very grateful to have bought your plugin, and I’ve very much enjoyed using it during the times I hadn’t suddenly had these particular issues. Thank you for considering!
I hope my analysis helps to further solve the issue.
Also, yes, it can! It supports 90% of instances, and more support is underway. Though as mentioned above by EvilVSCPlays and VegetationBush, Camera support is not intended or maintained, so you’ll have to manually animate your Camera Cutscenes with Scripts, but the possibility of the Camera being manipulated by the animator isn’t impossible to my knowledge, as I haven’t tested it.
Moon Animator doesn’t only support rig animations, I made an animation with a dominus and a money bag falling with Moon Animator, Here is the video
Yes they can
Anyways I am currently investing on this plugin by selling one plugin of mine off of the Creator Marketplace. It is getting better with every update.
I absolutely agree! This plugin is one of a kind. I wish you good fortune in investing so that you may purchase the plugin at your convenience.
What I’m trying to say is you cannot export these animations and run them in game.
For example, it would be impossible for me to run this animation i did on moon in game.
Thank you for the videos!
The issue of the parts randomly being teleported to random locations is clearer now. I’ll definitely take a deeper look into it.
This is a plausible solution, however, not all models will have a primary part so this wouldn’t work in all scenarios.
I’ll definitely make a setting or some sort of feature to choose where animations are being edited! Currently, you can simply reposition the origin part to your desired location.
The plugin editor isn’t meant to be used during runtime. I’m going to find a way to disable its usage during runtime unless you have a specific use case for it. The Archivable
property makes it so an object doesn’t save in between studio sessions, and does not appear during test runs.
I really hope someday we see someone invent a solution to make fully animated cutscenes in roblox, because as of now its either you do a gross mess of having to time everything on a script and program every animation with code.
Or have these cutscenes were you just see a boring camera angle with NPC’s walking to locations using pathfind while a boring dialog textbox pops in.
I was hoping this plugin was just that but its not, what a shame…
Regardless its still an usefull tool as you do not have to script some animations like VFX and objects anymore, so its still a W
You’re very welcome! I thank you likewise for being enthusiastic about feedback and replying as often as the discussion is convenient for you. I also appreciate that you’re going to look into it.
I wish you luck with solving the issue. If it’s somehow a tedious task that becomes detrimental, please prioritize your real-life and mental health first and take as much time as you will need; there’s no rush even if many issues of varying kinds may appear overwhelming.
My ideals of roblox development are to have fun, support, contribute and enjoy / respect what a developer does, so I am completely mindful of any hardships you’ll face, and am more than willing to support you and your plugin until the end!
That’s an excellent point! I made an oversight in regards to the flexibility of that method. As you’ve stated, it would be more appropriate to have a solution that is dynamic, as this plugin intends.
Thank you!
Also, I’ve tried manually re-positioning the part and it did mitigate the issue with CFrames for one of the parts beneath the Editor Folder, but the other parts still get misarranged unfortunately, so maybe that may further develop a solution? It isn’t also necessarily the root part and to my current understanding it seems to be the part closest to the Origin Part that is unaffected in that scenario.
Oh, I’m so silly! I had no idea, thank you for teaching me about that.
That’s definitely my mistake. I believe I misinterpreted this feature, as this likely referred to playing an animation in run-time that was already created with the plugin, which would make a lot more sense! Still very useful nonetheless, and quite clever because it allows you to make a variation of a particular effect that may change conditionally.
Agreed, I want to make a cutscene maker plugin but I do not think I have the skills to do so
Unlike the rigs you’re used to, Visulie rigs do not require the use Motor6Ds. Rather, it takes a hierarchical approach and uses pivot points to rotate along a point.
This is Bob. He is an npc. Unfortunately, he had a severe case of eating Taco Bell 3 miles away from the nearest washroom. Bob isn’t having a good day.
There is a new behavior introduced that allows you to make such rigs. Any PVInstance parented to another PVInstance will have the child instance’s CFrame
component relative to the parent’s CFrame
component.
Happy animating!
Yes!! Thank you!! A fantastic update, and the rigs update was an unexpected surprise! The best part about it is that you can use it for Tower Defense games with custom enemies or games that use non-humanoid rigs! Thank you very much for this update, I will surely enjoy the patches you’ve made.
I have a small suggestion, is it possible to add support for adjusting the Scale property on Models with this plugin? If so that’d be very appreciated!
This is something I kept out of purpose because it’s very difficult to integrate. If this is implemented, each instance with a size and position will be affected, thus a special case has to be made for each one of them (which isn’t really performant). Due to how scale works (which alters the descendants size and position), it is very hard to animate and record the correct properties as everything is now “relative”. Especially for nested models, the size and position properties will have multiple layers of complexity.
There will probably be an alternative, though. I am thinking about applying a global scale to scale the entire in the animation at once by adding a new method to the Visulie Player, ScaleTo()
. Hopefully this would be a satisfactory alternative to your use-cases.