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[KKPE][Request] Way To Label/Filter Non-User Modified Bones #52

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Jatts-Art opened this issue Jan 17, 2024 · 0 comments
Open

[KKPE][Request] Way To Label/Filter Non-User Modified Bones #52

Jatts-Art opened this issue Jan 17, 2024 · 0 comments
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enhancement New feature or request

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@Jatts-Art
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Jatts-Art commented Jan 17, 2024

Had a bit trouble trying to form this in words and explain the idea, but I shall try my best.


I thought it'd be helpful if there was a way to keep track of KKPE advanced bones that've become modified by other things besides user's direct edits; such as Joint Adjustments and Animations, and this would technically include DynamicBones too but that's a whole other can-of-worms I'd imagine. My personal reasons for wanting this is mostly for timeline usage, basically.

Anytime a user edits a bone with KKPE's advanced bone menu, its marked as modified. But if an animation is applied, or joint adjustments toggled, then those are essentially unlabeled "modified" bones considered the new defaults, due to not being directly altered by the user. I did not actually know this for a decent amount of time, and I had only become aware that this was the case purely by accident. Not even the most recent ShalltyUtils' "Animation Baking" feature takes this into account, as that only provides keyframes of bones outside KKPE (as far as I know). There's also no way to completely transfer the KKPE data from one character to another, which could've been helpful for this too (again, as far as a I know).

For example; you have a timeline motion of a character and want to copy all interpolables (using ShalltyUtils) for a 2nd character. This is mostly possible currently, but not quite 100% exact if the copied character also had an animation applied to it, while the 2nd character does not. If those unlabled bones exist in the timeline, as interpolables, its not an issue... which leads back to wanting to have such things be labeled/filtered somehow in the KKPE advanced bones menu, otherwise you have to go look at every bone manually and take a guess which bone you need to be adding to the timeline. As for joint adjustments, those aren't too much of an issue as you can simply just toggle them for the 2nd character and that's about it.

There's two solutions I'm aware of to get around this:

  1. Save the pose (for the animation), save the interpolables (for the keyframes), and then load both onto the 2nd character which results in the desired outcome. Seems to work well after some tests I've done.
  2. Don't use any animations at all to begin with and only stick with the default T-Pose if creating timeline motions, which seems easy enough but still... :p

I admit that this request is a fairly specific one, and could even be more trouble than its worth for implementing (especially considering the work-arounds I had listed). But I figure it wouldn't hurt to mention it anyway, just in case the concept seems interesting/useful or, alternatively, perhaps there's some other solution or piece of knowledge I'm not aware of.

@ManlyMarco ManlyMarco added the enhancement New feature or request label Jan 17, 2024
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