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[HS/KK] Timeline 1.1.0

🕑 Added 2020-05-16 18:19:05 +0000 UTC
[HS/KK] Timeline 1.1.0

Comments

TanyaBear

i cant seem to download the timeline tool any idea on what i have todo

Aggelus

Hi, I have some questions and suggestions. Is there an option to control the eyebrows? Is it possible to activate sounds to simulate dialogs? and if it is possible he would use lip sync? And is there any mod that deals with these types of sounds? Thanks for the excellent work.

Saburouta

1. Enable/disable accessories, 2. Swiching camera ..... I'm happy if you could consider realizing them,

Saburouta

I enjoy this tool but two things maybe currently out of its capacity,

Saburouta

KKS also :D

MuffledAI

Can u port this to Honey Select 2 please :(

Joan6694

Sounds like your game is still in its vanilla state. If you haven't figured out how to change that already, I suggest following this, it's probably the most painless way to get started https://github.com/ManlyMarco/KK-HF_Patch

Luke

Man I am terrible at this. I dont know where those files are. I searched local files from steam but i dont see a bepinex or mod folder in the game at all.

Joan6694

All plugins (.dll files) go in "BepInEx/plugins", all .zipmod files go in "mods". Have fun with the game!

Luke

Is there a guide somewhere on how to install this on KoiKatsu? like which folders and where to put timeline? I am a newby and having a hard time getting it running. need a step by step guide starting from what to download and where to put it.

GaryuX

You are a legend!

Jestur

Yesm LRE is what I'm was talking about. That's awesome, thanks!

Joan6694

My apologies for the late answer, I got sick recently. Right now, no there is no way, and unfortunately I don't plan on hooking Timeline to the vanilla DOF controls (the ones in Screen Effects I think, can't remember the name since I never use them). However, if you're a LRE users, I plan on making that compatible with Timeline, so yeah, in the future.

ReversedCounterArt

hi, can you write to me about the timaline. I ran into difficulties. Can't figure out how to manage IK animation.

Jestur

I absolutely love Timeline! One quick question. Is there a way to add depth of field to Timeline? Or am I just not finding it. I was hoping I can zoom around with the camera and have the depth of field change as the camera does. I was able to get this to work outside of HS by capturing the animation twice, one with the starting DOF and then making a separate animation with the ending DOF, and then putting them in Premiere Pro and doing a dissolve transition with the two clips. Either way, thanks for the great plugin!

Joan6694

Unfortunately no.

thixr

Hi, is there a way to create/upload a xml file for "Time Scale"?

Slesar

hi! Thank you for what you're doing! Are there any plans to do this for AI/HS2?

Joan6694

At this point the middle click is such a big part of the mod that I don't think it's possible, at least not easily.

Atelier Sol Aer

Is there any plans for the ability to have changeable functions on timeline for people who don't have a middle click button?

Bluhman

Hey is there any plan to have interpolatables on position trackers be separated into X/Y/Z axes? That'd help a lot in making smoothed circular motions using different curves for each axis. Also, for timeline items that only change one number value (such as animation time, animation speed, IK weight, etc) it'd help a ton to have the timeline just have a slider/number field one can just put a value into manually. Attempting to use animation position for example is a huge pain when I can't just change the number by any other means than playing the animation, then attempting to pause it at the right frame. Thanks for the excellent work otherwise!

Joan6694

Unfortunately it's quite annoying to do something good with sounds, so I don't plan on doing it.

sys

hi, great tool but I'm still a beginner and have only been working with it for a few days. I wanted to ask if it is possible to add the character voices to the timeline. greetings

Joan6694

Yes, no ETA though.

MasterOfDibuieixon

Do you have any plans to release this mod for AI-SHOUJO or HS2 ?

M A

Oh no doubt, its mainly the thought process is it gives some more longevity to whatever you do make in timeline, so if i spend time making this for my characters already in Koikatsu, then i could hypothetically use them in another game or full 3d software package later on too even if its just a starting point since animation takes a while no matter what you do it in.

Joan6694

It's not out of the question but I don't exactly see the point of exporting data to another environment. Of course Timeline is great and all but I'm pretty sure there are far better tools you can make and retarget animations with.

M A

There's no thought to making any of the character rig keyframes and curves exportable to a format that would make it portable for retargeting is there? Even if it doesn't straight go into any other game, even getting the fbx animation or something would be awesome.

Bluhman

Thanks so much for making this mod, it's so far been the most flexible option for making animations in KK with. Posting mainly to offer some big features I'd want to have for future updates: - Separating Position GO interpolations by X/Y/Z axes. Right now it's difficult to make curving motions with keyframes (i.e. Circular motions or arcing motions that could be done with angle/rotation gimmicks). To do this with keyframes, we'd need separate curve functions defined for the different movement axes of position: for an arcing projectile, that'd be linear on the X/Z axis, then slow-to-fast for the Y axis as an example. - 'Record Mode', similar to Unity's Timeline - basically a feature to automatically create a keyframe at your current cursor position for anything you move/rotate/scale for Guide Objects you have. - Separate Window - Probably a longshot since I got no idea if BepinEx or other plugin tools that KK and other games have got support for it, but my screen-space in Studio is getting real clustered. What'd help immeasurably would be the capability to show the Timeline controls in a separate window. Since I use a dual-screen setup this would allow me to scan the timeline, its numerous tracked components, and the properties of keyframes more easily while still being able to see what I'm doing. - Hotkey to place a keyframe on the timeline's current time. Mainly it's a concern when I'm starting out and trying to make initial state keyframes, and there isn't an easy way to just have keyframes defined exactly at 0:00:00. It'd be a nice thing to have for general coordination and synching of keyframes as well. Anyways, some of this I could probably just chalk up to me not being fully accustomed to using the tool so take it with a grain of salt. Thanks again for working on it!

Joan6694

You'll have to wait for a KKPE update for that.

Kevin Seare

Thank you so much for this mod, I subscribed as a small token of my apperciation. I did have one question, How would I key frame the KKPE Butt Force and gravity? I see the options for Breasts but not butts

Wayo

I see. Thanks a lot!

Joan6694

You are interpolating the IK weight, no this is not what you think this is. In this case you have to use the Selected GuideObject interpolables like I said.

Wayo

Here is a video. I think I'm doing the right process. What do you think? https://www.dropbox.com/s/hmmgpjkoovbcvhz/Video%2012-8-20%209%2035%2023%20p.%C2%A0m..mp4?dl=0

Wayo

Thanks for your response. I'll try to do what you say.

Joan6694

I don't know, it's hard to say what you're doing wrong here. If you want to animate a character, I would suggest animating the IK or FK nodes with the Selected GuideObject interpolables (I assume that's what you're doing though). With IK for example, select a hand, add a keyframe to the "Selected GuideObject Position" interpolable (that creates a new line at the top). Scroll up, then move the IK node somewhere else, add another keyframe a bit later on the timeline and you should be good. If that process doesn't work then it means there is another problem, and a video showing the issue as well as your logs would help a lot.

Wayo

I've been testing it for some hours in Koikatu, it works amazing with the camera, but I got problems animating the characters, for example, I do move the node for a hand at different positions at each keyframe but the hand keeps at the last position in every keyframes. I've read carefully the help document and follow the guide from this video https://www.youtube.com/watch?v=LGq2g5kP7wg The camera animation worked amazing and tried to apply that for the characters and looks like I'm doing something wrong or it's a bug with the characters. :( I try to get updated the plugins for KK. Could you help me, please?

메메 #

great!!!! I hope Timeline can control character light.

Prevence

Seriously man, your timeline stuff has been an absolute godsend for me. Keep up the fantastic work

Joan6694

You have to enable neck FK on your character and change the rotation of those nodes with the "Selected GuideObject Rotation" interpolable. I know, it's less than ideal compared to just moving an object, like with the eyes, but it's all we have. However, there is an alternative if you want to mess with NodesConstraints. People have released some "look at" gimmicks (they're objects you can use to make a certain object look at, aka change its rotation, toward a certain point), but it requires NodesConstraints to work (a small price to pay imo).

Johnny Scan

how can I change the neck direction in the interpolables? I can't seem to change the value. Sorry just beginner trying to get a hold of this.

hkay

Yeah, it's kinda funny how VNGE and Timeline mirror each other. VNGE makes setting up a basic animation super fast, but tweaking it and adding sub animations super hard while timeline takes more initial setup for a scene but scales incredibly well as you ad detail and refinement. Understandable on the second point. I'd more hope they'd work together. Maybe it might more be in line to sorta go with one of the previous suggestions of interacting with the 'group' timelines. While being able to fully manipulate a whole line of fkeyframes easily just through a groups row, that might be too involved. But just being able tomiddle click on that row to add keyframes to all items in the group rather than the first one would be nice. I use 'add keyframes to cursor constantly' but it's a little awkward and like usually.. 5 clicks and some scrolling compared to just one middle mouse click BUT AGAIN boxes have made nme feel like I need this stuff less. Now that I've set up some single files with some conventionally grouped IK/FK setups, things have gotten a lot faster too. Thank you for being so responsive and humoring my ideas! I'll be thrilled no matter what you do!

Joan6694

Thanks for the kind words. About your first point, I can probably think of something to make this easier. As of right now, you can do the opposite (right click on an interpolable, and it'll select the linked GuideObject, if applicable), but I recognize that doesn't exactly help. The name of the bones are also written on the side, but something more flashy would definitely be easier to work with. For the second one, I won't do it because it simply doesn't sit with the philosophy of the plugin... Let me explain. Timeline is a "commission". I put that between quotes because that commission I took last september didn't even speak of an animation tool, it was about something else (I don't want to reveal what it is though since that part isn't even started). So why bother making Timeline at all if it wasn't even part of the initial commission? Timeline was supposed to be a tool to make it easier for what that commission was supposed to be. Truthfully, it was designed to be a "replacement" to VNGE (but not really though since both have their uses, strengths and weaknesses). Anyway, in VNGE when you start keyframing IK/FK, you have to keyframe the whole IK rig. But what if you don't want to keyframe everything? What if you want to keyframe only one bone? I designed Timeline around this idea: keyframe exactly what you want when you want. In the end, all of that led to the current result, which I'm pretty proud of. So yeah, having an interpolable to deal with the whole IK or FK rig? I understand that would be "the dream" for some, but that's not my philosophy. Fortunately, and as you said yourself, I provided some "solutions" to deal with this problem more easily (they don't solve it obviously, but it's easier to deal with). You can use box select, grouping, multi edit and "alt + middle click" (or right click on the selected interpolables -> "Add keyframe(s) at cursor", that does more or less the same thing).

hkay

Oh my god box select is one of those features where I wanted it but it seemed too annoying to even recommend as a feature. I've put some time into doing some real animations with timelines so just some more thoughts. A big one for me right now is dealing with a lot of interpolables and having a hard time figuring out where on the timeline I should be adding keyframes. It'd be really great if a selected guide object would highlight their row on timeline. It's not a big deal with small scenes but if I'm say... FK animating an entire hand? Finding the right object can suck. It'd also be nice to have something like "Blend groups" for IK and FK. Blend groups seem to work pretty well when it comes to handling Group vs Single entries so it'd be great to just push out an a basic animation on one row and then add more detailed animation for some bodyparts later. If this could be divided up into groups (like FK group for each hand) that'd be even better. Box select makes it easier to do without this though (The annoying part just becomes adding and organizing them all to begin with :D) Really it just comes down to two problems with multiple possible solutions: Finding what your looking for and handling large amounts of interpolables so while I got my suggestions, the exact solution doesn't actually matter as much. And again, box select alone makes some of these issues SO SO SO SO much more manageable. I'm having so much fun with this plugin so again, even if you never do anything else with it, all this work is extremely appreciated.


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