VIRTUAnimator 0.2a – Saving and Loading

It’s finally here! Saving and Loading is now possible inside of VIRTUAnimator, letting you save and share your animations with others. You can also continue to edit saved/loaded animations, letting you extend them further.

UI Interaction is also in, and works kind of like a pointer – point the controller at a UI element, and press a button to interact. This is how you make new frames per object, and scroll through the timelines.

Character objects will now have a flattened red cylinder at their base, letting you control their root position with that (previously, the body acted funny when away from the root position, so this is just to remedy it). The demo character has also had all ragdoll components removed, since these were actually getting picked up by the save system, which meant 30 extra objects + positions + rotations were being saved every frame, and being interpolated every animated frame!

Here’s a video demonstrating it:

There were also a few fundamental changes behind how keyframes were being saved, but I won’t bore you with that stuff.

So that’s it for now! Next up I’ll be working on letting you re-edit keyframes, as well as insert/delete keyframes as necessary. We’ll see how that goes!

Until next time!