Winded / StopMotionHelper

Stop motion tool for Garry's Mod
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My Suggestions for Stop Motion Helper... #82

Open elMaxitoss opened 1 year ago

elMaxitoss commented 1 year ago
penolakushari commented 1 year ago

I am not quite sure what do you mean by 2nd point, could you elaborate on that?

Merging models is something that's done by other tools, whether by bonemerge or some other means

Not quite sure what do you mean by last point, is it about recording keyframes with some binds like smh_record?

elMaxitoss commented 1 year ago

In the second point I mean this. It happens that when I want to animate the bones in smh using "ragdoll mover", it doesn't animate. But when using another addon like "Advance bone tool" if the bones are animated

About the third point, what I wanted to refer to was. Being able to connect bones/models to others, in the form of "cosmetics" like in SFM. Here is a video example of what I mean https://www.youtube.com/watch?v=QVerCtaYRD8

On the last point, that's exactly what I mean.

Edit my suggestions, because I have expressed myself badly. I'm sorry

penolakushari commented 1 year ago

Ragdoll mover should be compatible with SMH as is already, it's just that animation modifiers can be quite hard to understand to be honest. When ragdoll mover moves physical bones, any position/rotation in that would be covered "Physical bones" modifier, stuff like moving nonphysical bones (fingers and whatever ragdoll mover marks with blue connection icon) will be in "Nonphysical bones" modifier. And scaling stuff, physical or nonphysical, will still be in "Nonphysical bones" modifier due to it using bone manipulation functions that nonphysical bones covers.

I'm partly implementing locking stuff and moving it to ragdoll mover, with which it would be possible to lock ragdoll's own bones to each other, or also lock physical props to its physical bones, although as for moving other ragdolls, it would move them whole rather than some specific bones so far.

What tools do you use for scaling a model? Stuff like new ragdoll resizer seems to completely make a new entity from scratch, so smh gets confused about it, as it doesn't remember newly created entity having stuff recorded on it. Although perhaps something changed, as it was a while since I checked how those interact, but generally smh would clear data of any entities that were removed, if they did call the hook for removing entities.

Ah, now I get what you mean by the last one, perhaps adding some panel with bindings in utilities tab, kind of like PAC3 or some other addons do?

mrwallace888 commented 3 months ago

This actually does make me wonder if there's a way to pose/adjust models post-bonemerge. Like for example if a bonemerged, say, clothing outfit has faceposer flex stuff to change the shape, how to change that stuff once it's been bonemerged already.

penolakushari commented 3 months ago

Easy bone merge tool had some options added to it since maybe last year that allows to access eye and face posers on merged stuff. There's also composite bonemerge that straight up adds bodygroups and skins and whatnot to be manipulated straight from the parent entity, however with stuff like faceposer that runs posing stuff each tick it may lag due to a lot of stuff being applied iirc. And there's also that "bonemerge faceposer fix" that would manipulate flexes on merged things based on parent entity's flexes, if they share same name that is.