[HS/KK] Timeline 1.1.0
Finally a new version! I'd like to thank everyone who made suggestions and reported bugs since the last public release, thanks to that I pushed this tool even further. Anyway let's see what's new.
What's new?
For HS:
- Keyframes multi edit. This means you can select multiple keyframes and edit them all at the same time (some operations are limited however, like setting two keyframes at the same time while they are on the same line). Just try it you'll see.
- Because of that last feature, "Auto save" is now enabled all the time (yeah, sorry if you liked saving manually... wait what am I saying nobody liked that, it was a pretty terrible thing to begin with).
- It's now possible to select keyframes with a "selection box" like you would select multiple files in the explorer.
- It's now possible to disable/enable groups when right clicking them.
- It's now possible to disable/enable selected interpolables when right clicking them.
- Scrubbing the black bar will now correctly move your camera if it's being interpolated.
- An "Animation Pattern" Interpolable was added.
- The keyframe selection can now be scaled with alt + scroll. That means you can make them closer or further apart.
- Added new interpolable context menu options to select all keyframes, select all keyframes before the cursor, select all keyframes after the cursor (works on groups as well).
- Added a new group context menu option to select all interpolables under that group (and sub groups).
- Remember how you can find the GuideObject linked to a certain interpolable? Well now you can do the opposite: holding alt when selecting a GuideObject will highlight the linked interpolable for a few seconds.
- Ctrl + x can now be used to cut keyframes.
- Paste insert: holding alt while pasting keyframes (ctrl + alt + v) will move existing keyframes to the right so there is enough space to paste your selection.
- Void cut/delete: holding alt while cutting/deleting keyframes will move existing keyframes to the left so it fills up the blank space
- A new "Drag At Current Time" button in the keyframe window. This one is similar to "Use Current Time" except it keeps the shape of the selection when there are multiple keyframes selected (it's the same thing as dragging with alt + click really).
- Fixed a bug where pasting the same set of copied keyframes multiple times would result in those keyframes not being duplicated correctly.
- Fixed bugs related to dragging/adding/deleting curve points.
- Fixed so many bugs, I don't even remember at this point.
- Fixed various refresh issues.
For KK:
- Everything. Please watch this or this tutorial (or both, thanks yurikha and Lavalamp for that btw) and make sure to read the whole Help panel. Also, big thanks to everyone who helped me test the early stages of the port.
Finally, here is the new cheatsheet:
Requirements (for first time users)
For HS:
A fully updated game with the 630 patch (under "Game Update"). This is not necessary if you're using the Fakku version with the Extended DLC.
Illusion Plugin Architecture HSExtSave
For KK:
The latest BepInEx
The latest BepisPlugins
Download
Comments (28)
i cant seem to download the timeline tool any idea on what i have todo
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.
1. Enable/disable accessories, 2. Swiching camera ..... I'm happy if you could consider realizing them,
I enjoy this tool but two things maybe currently out of its capacity,
KKS also :D
Can u port this to Honey Select 2 please :(
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.
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
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.
All plugins (.dll files) go in "BepInEx/plugins", all .zipmod files go in "mods". Have fun with the game!
You are a legend!
hi! Thank you for what you're doing! Are there any plans to do this for AI/HS2?
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!
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
Unfortunately it's quite annoying to do something good with sounds, so I don't plan on doing it.
Do you have any plans to release this mod for AI-SHOUJO or HS2 ?
Yes, no ETA though.
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.
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.
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!
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
You'll have to wait for a KKPE update for that.
great!!!! I hope Timeline can control character light.
Seriously man, your timeline stuff has been an absolute godsend for me. Keep up the fantastic work
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.
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).
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.
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).
