Open XCZA opened 1 year ago
This isn't controlled by anything that VFXEditor can edit, but the "Action" sheet. So you'll need to find a way to modify that (In this image, see the ActionTimeline{HIT}
column).
I know. I'm working on it, but unfortunately it's a very tricky thing to get working
Do you mean the SFX in the vfx emitter, or the TMB?
Just to be clear so I can try to reproduce the crash, are the steps to trigger it like this? a. Work on a TMB b. Save the TMB c. Open another TMB (using the magnifying glass icon) d. Click the green "UPDATE" button
It's a known issue and will be fixed
There's not a parameter like that which I'm aware of. Your best bet is playing around with the .TMB and .PAP files and see if there's something which functions like an "animation start frame". Also, any limitations with how many animations can be in a TMB are determined by SE's animation system, not VFXEditor.
Good idea. I'll add that
I'll take a look at expanding the node graph
Hmm how would you change the ActionTimeline{HIT} value for an ability? you can't do it within VFXedit since any time you change say normal_hit, it will do so for all skills.
Here is an example of what I mean: the emmiter 10 has a sound file, so its lil timeline slider is orange.
This would also be very nice:
In your steps, step c. should be c. click the + icon, add a new timeline, add the new timeline to the scheduler d. then when you click the green Update button. I think it has something to do with cache maybe? tend to happen the longer a project is open or worked on.
a feature I wasn't aware of, but since have discovered via the guides is using the log all files button, I've been able to find some things that aren't in the vfxbrowser that way. but yeah seeing the floaters for paps would be faster and more convenient. Another thing I would say is when you add a Node to the Library, it would be super helpful if it automatically added the name of the SOURCE to the meta data, like this:
Another idea from a usability perspective. The terms and where they are used [TARGET] and and [SOURCE] are not super intuitive, I cant tell you how many times I saw source and thought, oh that's the original file--likewise you can think of Target, as the destination or end point, as opposed to the initial file you are targeting. It would be a lot more intuitive If you used pairing terms like: [ORIGINAL] and [CUSTOM] [ORIGINAL] and [MODIFIED] [OLD] and [NEW] I usually just have the windows collapsed like this as a work around:
this is a really great too! thanks for your work on it
Is it possible to add TMB or AVFX to the targets of AoEs that currently fall under the category of the "chara/action/normal_hit/normal_hit.tmb" TBM path? For example the Monk AoE Four-Point Fury has a unique TBM for its targets, but many of the other monk abilities do not. Unfortunately if you go into the Cast TMB/AVFX of those AoEs and try to bind VFX or Sounds to the "target" binder, it does nothing for AoE Skills (this however does work for single target skills).
This tool REALLY needs an undo button.
It would be really nice if adding a SFX to a Layer Object changed objects timeline slider box, so it can be easier to identify sound objects in timelines with many items.
There is a bug that sometimes happen when you export a TMB and then try to continue working on it by importing a new Timeline, it will often crash the game when you press the Green Update Button. A work around is exporting just the timeline (check the boxes for all the timelines you want), this is a less risky way to save and continue your work.
If you name anything, save the file, then reload it it doesn't keep the custom names. the exception to this is Particles, for some reason Particle custom names will carry over when re-imported, but Timelines, Binders, Emitters, etc. all do not save.
Currently there is an option to crop the back end of an animation by making the duration of the Pap shorter, but there is no way to do the reverse, ie. crop out the beginning of an animation. You can however, add Invisibility frames and get creative. It would also be nice to be able to add multiple animations to a single TBM.
the lil eye button for enabling the mode where you see all the visual effects name is very nice, but sometimes the names flash to suddenly for it to be useful. if you could ad a life-spawn slider or option that would be great. Also a version of this feature for Paps would be much appreciated as well!
The Node graph could be a very intuitive and helpful tool. You could prob make it its own window and have it be more interactive as well. Trying to go down the rabbit hole of seeing how some Particle appear or are effective can be a headache, and an interactive Node Graph would make it much easier to understand