Oh, so this is a bit more complicated. because it's a fully animated scene. If you click on "Alex" for example, and then on the "Plugins" tab, you'll see that this scene is using the "VamTimeline" plugin, which is a keyframe editor for animations. You can click "Open Custom UI..." for that plugin, and you will also see that each animation step ("Grind", "Grind Slow", "Grind Fast" and so on) has a set of keyframed positions for different controllers -- hands and head of "Alex" included. So whenever you try to change their position/rotation, the plugin will "reset" their position at certain keyframes.The scene "grinding" from "metaloid" everything is locked in place...
this is a hemorrhagic, but why then did the author post it if it does not work normallyOh, so this is a bit more complicated. because it's a fully animated scene. If you click on "Alex" for example, and then on the "Plugins" tab, you'll see that this scene is using the "VamTimeline" plugin, which is a keyframe editor for animations. You can click "Open Custom UI..." for that plugin, and you will also see that each animation step ("Grind", "Grind Slow", "Grind Fast" and so on) has a set of keyframed positions for different controllers -- hands and head of "Alex" included. So whenever you try to change their position/rotation, the plugin will "reset" their position at certain keyframes.
To "unlock" Alex' hands for example, you can just click on their "Controllers" within the Custom UI of the Timeline plugin, which will "disable" them for that animation, and you can freely move those limbs around while the animation is stopped). If you want to be able to move them WHILE the animation is playing, you need to select a keyframe and then disable the "Position" and "Rotation" checkboxes for this specific limb...
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But then again: this might be too much work for this scene -- because you basically have to change all the ~20 animations, because once switching between them, the hand(s) will go back to their original position...
It does work perfectly fine the way the author has intended it to work. It's a "scene" with an animation, and you're probably not supposed to change it or to "Possess" any of the characters in VR mode. That's just how this scene works.this is a hemorrhagic, but why then did the author post it if it does not work normally
The 2nd link isn't working for me unfortunately, so I can't see what errors you're getting. But I just downloaded the scene, and it works absolutely fine for me -- no errors at all.how to fix scene downloaded from there
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after the start such crap
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I didn't change anything loaded the default sceneIt does work perfectly fine the way the author has intended it to work. It's a "scene" with an animation, and you're probably not supposed to change it or to "Possess" any of the characters in VR mode. That's just how this scene works.
You CAN change it to whatever YOU like it to be (change the looks of the characters, their clothing -- even their positions), but depending on WHAT you want to change, this can be an easy or more tricky part to do so... ;-)
I understand thank youThe 2nd link isn't working for me unfortunately, so I can't see what errors you're getting. But I just downloaded the scene, and it works absolutely fine for me -- no errors at all.
Just keep in mind: because this scene has almost 40 (!) dependencies, make sure to download all of those that you might be missing using the "Scan Hub For Missing Referenced Packages", and you should be good. There are some dependencies that aren't on the hub, but you can find them easily when searching the web for it. At least I found the one package that I was missing in a single click. No more missing packages, and the scene should be working...
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i have try this. no issue for me .. works as well .how to fix scene downloaded from there
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after the start such crap
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Nice!Oh, so this is a bit more complicated. because it's a fully animated scene. If you click on "Alex" for example, and then on the "Plugins" tab, you'll see that this scene is using the "VamTimeline" plugin, which is a keyframe editor for animations. You can click "Open Custom UI..." for that plugin, and you will also see that each animation step ("Grind", "Grind Slow", "Grind Fast" and so on) has a set of keyframed positions for different controllers -- hands and head of "Alex" included. So whenever you try to change their position/rotation, the plugin will "reset" their position at certain keyframes.
To "unlock" Alex' hands for example, you can just click on their "Controllers" within the Custom UI of the Timeline plugin, which will "disable" them for that animation, and you can freely move those limbs around while the animation is stopped). If you want to be able to move them WHILE the animation is playing, you need to select a keyframe and then disable the "Position" and "Rotation" checkboxes for this specific limb...
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But then again: this might be too much work for this scene -- because you basically have to change all the ~20 animations, because once switching between them, the hand(s) will go back to their original position...
I would save it as a new scene (to keep the original one).And what's the best way to save the changes?
Congrats! I would NEVER have thought of these based on your very vague descriptionOMG i found it........I looked over it prob ten times.....Mr_cadillacV8 Panty E
There are two ways I do know how you can disable the pop-up for scenes:Oh since I got someone around is there a way to stop the stupid allow pop up every freaken time for plugins.
Sorry, but I'm not sure what you're asking. Do you have an example maybe? What glitch are you talking about?and also is there a way to fix the adamant sync not to glitch females? I heard there's a morph that's causing it.