Hello, I've been using AnyPortrait for about a month now and I want to share a few features that I want to have in its development. I wrote it one by one on YouTube, but I thought it would be easier for you to understand and control if I post it as a list here.
- We need All Meshes to Layers
- Preferences Tab (which contains personal preferences as default, and it should be saved)
- And more shortcuts! **
Up Arrow, Down Arrow = Hierarchy up/down and Timeline up/down (make it work wherever I click those windows)
Tab = Toggle between Hierarchy and Controller tab (or maybe other tabs?)
F9 = Ease Keyframe shortcut for selected keyframes
Mouse1 click doesn't work when I click 0, 5, 10, 15, 20 etc... frames in the animation timeline. Please make it work.
Auto bake in every 5 minutes. (Duration and on/off should be changeable in preferences tab)
Auto Keyframe always on (It can be changeable in preferences tab)
There should be shortcut for "Remove Mesh" and "Make Polygons". This is the tools that we always use.
Also don't limit yourself with these, please add almost every tool in prefences shortcut so we can edit the key ourself.
Auto Rig should generate mesh colors together with selected rigs instead of generating random.
Mesh vertex selection would better if it's work with mouse1 hold. Please check Photoshop's Lasso tool. (L is the shortcut) You understand it better.
Clipping Mask is very good to see work in the AP. But you may also consider Mask Tool in the After Effects or Premiere Pro. Mask Tool adds a vertex on the selected mesh, and when all verticles are combined, the outside is hidden. You must also put the "Inverted" option for this, this time selected verticles are hidden and the outside is visible. In this way, we can easily hide some meshes. Also, these verticles must be editable in the timeline. One of the best methods for blink animation.
Please develop more auto generated polygons. It should automatically generate web meshes itself. And we need these options for this tool; Mesh on/off, Expansion and Density. If you guys make it to add this tool, we don't need to spend more time on the creating manual mesh verticles. (Puppet Position Pin Tool/Puppet Starch Pin Tool/Puppet Bend Pin Tool are the most useful ones in the After Effects.)
I know, these are not easy to make it but I wanted to specify this to increase my and others workflow. AnyPortrait has much potantial and needs more development. I want to use AnyPortrait more efficient so please you guys please consider add these I mentioned. I don't expect you guys experienced if we compare with Adobe engineers but at least you can try it. Especially please add shortcuts for most common used tools :)
Thank you.
In the animation clip editing section, I cannot move two rigs at the same time. This is an issue for me because when I want to move two ears to upward, I need to select both of them. If I make seperate movement, it's not the proper way. Can this be solved in next update?
I have also one more question. I made two animations for two different psd files in the same editor (game object). I created two root unit to auto play animation. But in the editor, only one auto play selectable for one animation clip. Even both of them root unit, if I disable "Root Unit 0" gameobject and enable "Root Unit 1", I cannot see the animation. What should I do? I was going to control two animation with a script that enables and disables "Root Unit X" gameobjects. But looks like it wouldn't work. What should I do? What is the proper way?
Hi, Gökdeniz Çetin!
Whoa, the questions and suggestions are really varied and good.
There are many things for us to refer to.
Among your suggestions, we need to add more shortcuts and improve on this system.
Some suggestions have already been implemented in the current version, and we can also answer some questions.
- We need All Meshes to Layers
: The ability to add all meshes to timeline layers at once is already implemented.
Select the "Transform (Animation)" timeline, select a mesh, and on the right side of the screen, you can find that button.
It is also possible to add all bones as timeline layers at once in the same way.
- Preferences Tab
: I think what you meant is AnyPortrait's "Setting Dialog". There are many options here, if you mean something else, let us know.
( https://rainyrizzle.github.io/en/AdvancedManual/AD_SettingDialog.html )
- And more shortcuts!, etc
: We will add more shortcuts.
And let's make the user-editable shortcut (Some required keys may be excluded.)
Thanks for the great suggestion. :)
- Mouse1 click doesn't work when I click 0, 5, 10, 15, 20 etc...
: The 5, 10.. frames in the timeline are just notation, and you can move the Time Slider right away by doing "Ctrl + Shift + Left Click".
- Auto bake in every 5 minutes
: AnyPortrait has Auto Backup, but Auto Bake is not supported.
Unlike Backup, Bake has a lot to do with the editing process.
Therefore, structurally, it is almost impossible to develop Auto Bake without side effects.
Sorry.
- Auto Keyframe always on (It can be changeable in preferences tab)
: That's a great idea. We will add options related to Auto Keyframe.
- Auto Rig..
: If you hold down the Ctrl key and press the Auto-Rig button, you can select bones and run Auto-Rig.
( https://rainyrizzle.github.io/en/AdvancedManual/AD_VariousRigging.html )
- Photoshop's Lasso tool.
: The Lasso tool is a good tool, but it seems to be less useful than its development level, so we have lowered the priority of this tool.
We have a few more important work left, so maybe we can start developing it once we're done.
- Clipping Mask..
: Not sure, but this could be implemented using custom shaders!
We can test it out and, if possible, inform you through a tutorial on the homepage.
- Auto-generated Polygons / Puppet Pin tool
: That's a great suggestion!
Actually, these are features that we have been thinking about for a long time. These are our long-term plans, and we need to address several technical issues to develop them.
As a reminder, the existing Auto-Gen Mesh function will be remade.
- Editing multiple rigs
: In the latest version of AnyPortrait, multiple selection is applied, so you can edit bones at once.
Check if there are keyframes connected to each bone. (It doesn't matter if Auto-Key is turned on.)
As an exception, if multiple bones are linked in a parent-child relationship, only the parent bone will be in control.
Depending on the IK or other options, it may seem unedited, so if you can give us a more detailed explanation, we will check it.
- Root Units
: Root Unit doesn't mean a separate character, but a "unit that is processed and rendered in the current game" among many Root Mesh Groups. So, multiple Root Units are not running at the same time.
1) If you created one Root Unit to be one character, duplicate the entire apPortrait character in the Unity Scene, and make each character have a different Root Unit.
You can see the animations of the characters in the Unity Scene.
2) Conversely, if Root Units don't mean each character, and each element needs to be shown and executed at the same time, there's a different way. This method is not recommended, but it may be necessary for you.
It is to create a new Root Mesh Group and put the existing Mesh Groups into its children.
And make the animation belong to the parented Root Mesh Group, not the existing Mesh Group.
Please refer to the link below for this process. (Data may be deleted during this process, so you must make a dummy or backup.)
https://rainyrizzle.github.io/en/AdvancedManual/AD_AnimationIssueChild.html
Through this method, objects that were divided into two Mesh Groups are merged into one Root Mesh Group.
However, the animation clip is still split, so you need to merge it.
With the animation copy function, most data except Morph can be saved or opened as a file.
Check this feature introduced in the link below.
https://rainyrizzle.github.io/en/AdvancedManual/AD_ExportImportAnimation.html
The approximate sequence of work is as follows:
- Save the A clip as a file.
- Add the Timeline Layers that were in clip A to clip B.
- Import clip A saved as a file to clip B. (Check the timeline layer to be imported.)
- Delete the A clip.
Your ideas will be of great help to our team.
If you have more questions or suggestions, please leave a post.
Thank you.