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.
Optimized Visulie playback by reducing the number of checks and special cases
Rig saving:
Please update your Visulie module to the latest version!
Say hello to RIGS!
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.
When creating rigs, it is recommended to create the rig before inserting it into the editor!
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.
Yeah that sounds just about right actually. Model scaling is finnicky to work with in general since each individual instance and their respective properties descending the model are considered when transforming, and it won’t exactly yield 1-1 results, so that’s an excellent point.
Absolutely! I can export the frames I had intended separately and still incorporate them into a single effect all the same. Thank you for considering an alternative.
If I may add some insight:
In addition, perhaps a way to scale individual instance keyframes rather than the entire animation? It’d be fine regardless even if the limitations were the animation entirely.
Thank you for citing this resource, though I have one question:
Is this reliable or performant? It says it’s work in progress but I’m not entirely sure if that means it’s necessarily stable or not. To help answer this question, would you use it for every scenario if your game was abundant in cutscenes? Would it drop frames or break?
A response is appreciated, but it’s entirely possible for me to test myself and give an update if not.
you know I was about to write my own resource for this, but now that you showed me this, I am very thankful, I always wanted a thing like this, I read its a WIP but im 99% sure its not hard to add on to this project.
Thank you for sharing this, I or my evil twin doesn’t even know about this resource for a while, I’ve always wondered how to play Moon Animator animations at runtime, but the only downside is that it can be used to bypass moderation to play inappropriate animation in a kids game
This is quite difficult to do, and I haven’t found a way to do it yet. I understand this is a very convenient feature, but, implementation would take a while to plan out.
Can you provide a video of the issue? I can’t seem to replicate this. Check to make sure there isn’t an update for the plugin.
I’m assuming you’re talking about editing multiple objects at once. This is a planned feature! However, as with the other features, it requires some planning before it’s implemented.