[OUTDATED, IS ON WORKSHOP ALREADY] would you mind to help me test out this new smh update stuff

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  • Опубликовано: 17 ноя 2021
  • is sanity the price to pay for POWER?!
    Github link: github.com/penolakushari/Stop...
    Was kinda rushing the video to get it out faster, as I was quite sure I've made all the changes I'd want SMH to have. Sorry about that, but alas, that's how I be.
    World keyframe stuff:
    Console commands you can't use with it: wiki.facepunch.com/gmod/Block...
    Keys that you can enter in the push/release world keyframes (They must be separated by spaces if you want to trigger multiple): 0 , 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , a , b , c , d , e , f , g , h , i , j , k , l , m , n , o , p , q , r , s , t , u , v , w , x , y , z , Numpad_0 , Numpad_1 , Numpad_2 , Numpad_3 , Numpad_4 , Numpad_5 , Numpad_6 , Numpad_7 , Numpad_8 , Numpad_9 , Numpad_/ , Numpad_* , Numpad_- , Numpad_+ , Numpad_Enter , Numpad_. , [ , ] , SEMICOLON , ' , ` , , , . , / , \ , - , = , ENTER , SPACE , BACKSPACE , TAB , CAPSLOCK , NUMLOCK , ESCAPE , SCROLLLOCK , INS , DEL , HOME , END , PGUP , PGDN , PAUSE , SHIFT , RSHIFT , ALT , RALT , CTRL , RCTRL , LWIN , RWIN , APP , UPARROW , LEFTARROW , DOWNARROW , RIGHTARROW , F1 , F2 , F3 , F4 , F5 , F6 , F7 , F8 , F9 , F10 , F11 , F12 , CAPSLOCKTOGGLE , NUMLOCKTOGGLE , SCROLLLOCKTOGGLE
    Music:
    "Daredevil" - Ace Combat 7 - • "Daredevil" - Ace Comb...
    Raiden V OST- Secret Cave - • Raiden V OST- Secret Cave
  • ИгрыИгры

Комментарии • 39

  • @PenolAkushari
    @PenolAkushari  2 года назад +4

    Gonna keep this here as an update log or something, + noting some issues I already know about. To report about the stuff, there's a lot of ways to contact me in my channel info.
    For stuff like world keyframes, there's some info on what you can't and can use in them in video description as well.
    New console command stuff:
    smh_savepreset , will save currently selected entity's timeline setup, which will be applied to newly recorded entities. It will create a file in data/smhsettings folder, so if you want to go back to usual 1 timeline with all modifiers, go there and delete the file that has your nickname there. Oh, and changing your steam nickname would also make it not detect that you had a preset saved.
    smh_makescreenshot and smh_makejpeg can optionally be supplied with a number, which will be a start frame to start the render from. probably would be useful.
    smh_startatone (true or false, 1 or 0) will offset your UI framecount thing by 1 frame, so it'll either have first frame as 0 or 1. Mostly a cosmetic change, everything else will work the same (makescreenshot commands will take note of the way this thing is set though)
    Known issues:
    Just updated it, no more issues reported so far.
    Updates:
    21.11.2021
    - Fixed a mispell in the physics recorder stop message
    - Fixed quicksave trying to send keyframes back to client despite the fact that we don't save them on the client yet
    - Set disable tweening setting to be prioritized over smooth playback
    26.11.2021
    - Renamed "Bones" modifier into "Nonphysical Bones" to be more precise
    - Easing controls will now show up and disappear just as you record/delete a keyframe
    09.12.2021
    - Easing controls will now update when switching selected entity
    - Made ghosts inherit selected entity's Ragdoll Stretch modifier
    13.12.2021
    - Adjusted UI to actually show the amount of frames it needs to rather than having 1 additional frame
    - Selecting SMH ghost of a ragdoll will now select ragdoll that it is based on, rather than the ghost itself
    20.12.2021
    Physics recorder update:
    - It will now do recording serverside - should be more precise and should lessen the load on net messages
    - Physics Recorder's sliders can now have their numbers set higher than their maximum limit through manually entering them
    - You can select multiple entities to be recorded with physics recorder. Selection will be reset after recording is done.
    29.12.2021
    - Now there is theoretically no limit on how many keyframes you can add on 1 entity before net messages overflow.
    - Fixed an issue with ghosting all entities where modifiers from currently selected timeline would be loaded on all other ghosts.
    30.12.2021
    - Fixed an issue with new net messages where it wouldn't send rest of the keyframes to the player, thus UI only showing first "1000" of the keyframes. Sorry!
    16.01.2022
    Now updated the workshop thing.

  • @Eltorro64Rus
    @Eltorro64Rus 2 года назад +5

    So, I've tested it!
    I really loved most of the new features! (Especially CTRL+SHIFT+LMB to select All frames between two keyframes 😍)
    Spawn Menu is working, but It's not so useful at this moment. If you spawn camera with it - camera will not working (but If you made everything right, you can always save animation again, and than load it as usual with working camera and bonemerged characters you need)
    But I think, you'll try to fix even this :)
    Also I tried to Offset animation, so I put a usual box prop in it. And I used this prop as an offset Origin. I don't need this prop in my animation, but by using it as an origin, I moved entire animation to another map perfectly!

    • @PenolAkushari
      @PenolAkushari  2 года назад +1

      yeah, multiple keyframe selection is a very useful (and quite a PITA to implement) feature. although for selecting stuff between 2 keyframes you'd need only shift and left click, and it'll take priority over ctrl click (which is selecting individual keyframes)
      for cameras, advanced ones seem to work alright, although their numpad bind would get reset when getting spawned - same issue exists for advanced duplicator 2 dupes with it.
      having some dummy prop recorded seems to be quite the way to go with offsetting stuff, initially i kind of thought to have some special entity for that, but then kind of figured out a way to make it work with already recorded stuff (and all the shortcomings that may come from positioning ghosts based on ragdoll position info)

  • @Alxium
    @Alxium 2 года назад +5

    Incredible work! Makes animating in GMod that much less painful

  • @PreeSpunky
    @PreeSpunky 2 года назад +3

    When Penol enters a room the Gigachad theme starts playing out of nowhere

  • @Greatdictator
    @Greatdictator 2 года назад +4

    Okay so imma be real with you...i FOR THE LIFE OF ME cannot remember when i was this excited. This is such a substantial update, that improves SMH in every way possible and as i was going through the video my jaw kept dropping, its so fuckin good i cant possibly put into words how great this update is. Thank you for your work. I will wait till the workshop release, but i yet again cant express how happy this video made me.

  • @BriefCasey795
    @BriefCasey795 2 года назад +2

    Not sure if I’ll be immediately able to test this, but man I can’t wait to use this.

  • @Kugawattan
    @Kugawattan 2 года назад +1

    This is a dream come true.

  • @curlypaty7498
    @curlypaty7498 2 года назад +2

    Never seen such Gmoder who make GOOD content so oftenly as you! Good job!

    • @PenolAkushari
      @PenolAkushari  2 года назад +2

      well, wouldn't say that the main part of the channel - animations - come out as often, as well as any other "content" is whatever my brain felt like doing lol.

  • @Burrito844
    @Burrito844 2 года назад +2

    This will be amazing

  • @Eltorro64Rus
    @Eltorro64Rus 2 года назад +4

    Am I sleeping?..

    • @Jacordo
      @Jacordo 2 года назад +2

      Nah, it's not a dream)

    • @PenolAkushari
      @PenolAkushari  2 года назад +1

      is it reality, or was it all just a dream?

  • @E7ajamy
    @E7ajamy 2 года назад +1

    finally!

  • @echosofwhatoncewere1214
    @echosofwhatoncewere1214 2 года назад +1

    Looks absolutely incredible. Will be diving right in. Will relay any errors/problems I run into ASAP.

  • @Eltorro64Rus
    @Eltorro64Rus 2 года назад

    Little update
    When you set your frame count to 100, in position menu it will be 99, so you can't choose the 100th frame
    I don't really like this feature, and I'm trying to fix is myself. I think you need to make the 100th (last) frame be usable!
    I will also download the last update. And I'm gonna start making stuff with it :)
    This tool is already the best for me :)

    • @PenolAkushari
      @PenolAkushari  2 года назад +1

      That's intentional, as 0th frame is still a frame, so you still have 100 frames total. You can offset it with smh_startatone 1 console command, which will make it go from 1 to 100 rather than 0 to 99, it kind of bugged me before. (startatone only offsets numbers in UI, for all other purposes they stay the same!)
      And yeah, before makescreenshot command would've skipped over frame 0, but the "100th"/last frame wasn't possible to be clicked on by usual means, unless you dragged the pointer there, which I thought to be not intentional, so I kind of "fixed" it. Hope it won't be too much of an inconvenience as apparently I've already ruined some guy's animation by this 1 frame offset lol.

    • @Eltorro64Rus
      @Eltorro64Rus 2 года назад

      ​@@PenolAkushari I'll use offset then. Btw I like this more than I had frame 0 as a first frame.
      Also I don't really like when I have 101 frames on my screen as a default. And when you're trying to resize it to 100 frames on the screen - you see this:
      i.imgur.com/57NSzRF.png
      I was checking the code, to find some answers, but I'm not a Lua programmer.
      Maybe you know how to fix this, and then you can make "smh_startatone 1" as a default feature (you'll be able to turn it off)
      Anyway it's not that necessary, when I have "smh_startatone 1" now xD
      But still!

    • @PenolAkushari
      @PenolAkushari  2 года назад +1

      is the issue that the slider bar is a bit offset? what resolution do you have gmod at, i guess it might be just weird on stuff that's higher than 1920x1080. and by default when you launch a map it should always be 100 frames total, no matter the offset.
      as for having startatone as default, i was a bit concerned that some people would like to have it start at 0 as it was before, although i also subtracted 1 frame from "total" count to be more precise, although i feel like it'll confuse some. well, was thinking to make a video about SMH usage + new features and the commands on my own once it'll be updated on workshop, so then if someone wouldn't know about some stuff, that would be kind of their fault for not checking the video.
      probably could update the tutorial on github as well with newer commands as i get to that.

    • @Eltorro64Rus
      @Eltorro64Rus 2 года назад

      @@PenolAkushari I agree about Startatone as a default
      I have a 1920x1080
      I was searching in code, and the slider seems using the frame count number. So it's always + 1 frame on the screen. Coz when you put 100 as a frame count number it means that you will have 101 frame from 0 to 100. So technically there should be 99 frames from 0 to 99 (from 1 to 100)
      Anyway you can maybe change all the 100 numbers in code to 99 to fix this problem maybe
      lol

    • @Eltorro64Rus
      @Eltorro64Rus 2 года назад

      @@PenolAkushari I think, maybe if you have a 101 frames on the screen, you'd better just allow people use the last frame too. It's just disappointing, when you put 100 frames in a frame count tab, and then. You get 99 frames to choose between. From 0 to 99. That was the only thing that makes perfectionist inside me feel uncomfortable haha

  • @TFD_Animations
    @TFD_Animations 2 года назад

    I'll wait until the workshop release, this seems fairly interesting work you've done here, hopefully the same binds i've used will cross-over to this new version of SMH. I can't wait to use it! Also, can you make sure the HUD UI text is visible on like a dark-mode spawnmenu scheme? cuz the one im using with the current version of base SMH has it's text hard to see. Now if you can only record keyframing to your player actions like moving yourself to a specific location, coming in for a hug of one of your favorite characters and then dying out of nowhere as he/she was about to hug you, etc.

    • @PenolAkushari
      @PenolAkushari  2 года назад

      that's rather a very specific description of what you'd want to do.
      general console commands didn't change in any way, so they should work.
      color of the UI themes is generally an issue of the colored UI themes imo.
      you can't really animate player, as selecting yourself will activate the world keyframe stuff. maybe you can just do some tricks with moving camera around and yeeting a ragdoll in place of the camera, as it teleports somewhere else for your idea thing which totally didn't concern me.

  • @conss999
    @conss999 2 года назад

    Cool

  • @Freef_01
    @Freef_01 2 года назад

    Amazing

  • @cacohat
    @cacohat 2 года назад

    I tried this update, and I think it's safe to say that Garry's Mod is a viable animation program now. Walkcycle are now SO MUCH EASIER! I can just make a bunch of walkcycles for different models and use them in other animations later.

    • @PenolAkushari
      @PenolAkushari  2 года назад +1

      ai, and apparently i happened to see someone suggest using the auto poser (basically pose copypaste tool) for moving certain poses elsewhere, so it would be of use for stuff like walking cycles even more
      wanna bet that youtube will delete my own comment because i left a link for that tool steamcommunity.com/sharedfiles/filedetails/?id=2563582365&searchtext=auto+poser

    • @cacohat
      @cacohat 2 года назад

      @@PenolAkushari Link is still there lol, and I didn't even think about using this addon at first.

    • @PenolAkushari
      @PenolAkushari  2 года назад

      yeah, apparently it could be of use. think it seems to use pelvis as reference point for other bones or something, didn't test how it'll work for ragdolls that are in separate pieces, like that pizza that used to break ragdoll mover

  • @Mad_Mick
    @Mad_Mick 2 года назад

    I love you.

  • @TheRealJoe15
    @TheRealJoe15 Год назад

    I downloaded the Github and putted it in the Addons folder but it still doesn't show the new features. I have the SMH in the workshop disabled aswell.

    • @PenolAkushari
      @PenolAkushari  Год назад

      which one you happened to download? betatest release thing that's in this video was already released on workshop, i probably should clarify this in the video description or somewhere else, as update log in the pinned comment is biiiig

    • @TheRealJoe15
      @TheRealJoe15 Год назад

      @@PenolAkushari I downloaded the Github winrar one in the description and I disabled the one on the workshop and extracted it in the addons folder and the features aren't there. I have the same saves no features.

    • @PenolAkushari
      @PenolAkushari  Год назад

      @@TheRealJoe15 yeah the one in description is a veery old version 3.0 version which is on workshop now, and probably lacks some of the fixes i've happened to put on workshop too. if you want one with the newest things that i am doing for the newest stuff, then it's here github.com/penolakushari/StopMotionHelper/tree/savesys_improvement
      but do keep in mind that with newer git things i may break some things, and probably won't put up compatibility between saves from the wip versions (as i'll probably break how world keyframes work in the future), but all wip versiouns should be capable of loading saves from 2.0 (old one) and 3.0 (current workshop one).
      i also keep posting updates on discord server i've happened to make, just to keep some people updated who are interested in testing stuff, due to things currently not being set in stone and changing, so i don't really post links for the public as to not have to deal with accounting for broken saves from the wip version. and also please don't upload saves/dupes with smh stuff packed into those on workshop, due to the whole thing with possible save breaking, so there won't be buggy things on workshop, that's mostly until the newer version is "officially" put on workshop. won't be soon though

    • @TheRealJoe15
      @TheRealJoe15 Год назад

      @@PenolAkushari Thank you!

  • @vetoneal6171
    @vetoneal6171 2 года назад

    how to download