# VNAnime help info
# Write your help info for VNAnime clip version2
# All lines start with '#' will be ingored as comment.
# Save this file in UTF8, name it as "vnhelp_vnanime2_<ID>.txt", and put it in lib folder
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#
# Some rich text tag like <color=#RRGGBB>txt-with-color</color>, <size=20>bigger</size>, <b></b>, or <i></i> can be used in texts.
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#
# VNAnime2 help spec:
# Please provide 3 parts of help: [[KeyframeView]], [[DetailView]] and [[SettingView]]
#
# v1.3 - Countd360
# English is not my first language, so correction is welcomed.
#


[[KeyframeView]]
<size=20><color=#00ff00><b>Welcome to VNAnime2 v1.3!</b></color></size>
This is a new version of VNAnime, looks similar but completely new core!

<color=#00ff00>Basic</color>
-<b>VNAnime</b>: The modules of VNGameEngine, for keyframe base animation for almost every thing in studio!
-<b>Clip</b>: The product of VNAnime module, contents a set of keyframes and can be playback in VNAnime. In VNAnime you can build serveral clips and play them at once.
-<b>Keyframe</b>: A common way to do animation, search the google.
-<b>Target object</b>: The target you want to control in clip. Can be character, item, camera, or system setting etc. Click <color=#00ff00>[Add]</color> to add a target is always the first step of create clip.
-<b>Properties</b>: When you added target, you can expand it in the keyframe view, and there will be a list of properties of target. Such like its position, rotation, scale, etc. Properties list can be different from different kind of target, of course. And some properties depends on the vnactor setting, almost all plugin related properties are default OFF.

<color=#00ff00>New Feature of v1.2</color>
- Support trigger VNPhysics trigger/action
- NEW Interpolate mode T=Trigger, this mode only update when meet keyframe.
- Support garbage collect control. Can set garbage collect when clip start, stop or loop. Can suspend GC when any clip is playing (HS2/KKS only). And even you can call garbage collect by keyframe.

<color=#00ff00>New Feature of v1.2</color>
- Support Copy-To function, can copy keyframes from a target object to another object of same kind.
- Support shortcut.

<color=#00ff00>New Feature of v1.1</color>
- When holding Ctrl, more keyframe selection function accessable from bottom line, to help batch select keyframes
- When holding Shift, more shift function accessable from bottom line, to help shift keyframes
- Right click on the keyframe view will register a keyframe contents current status for the property at the frame you click (Timeline like)

<color=#00ff00>What's new in VNAnime2</color>
- Keyframes attach to each properties of target independently now!
- And IK/FK data keyframe can adjust independently, TOO!
- More detail clip updating setting.
- Camera has detail properties, switch camera can be performed in vnanime2
- With update type setting, clip sync can be must easy to use
- VNText can be change in clip
- VNSound can be change in clip
- More friendly shortcuts
- New and old VNAnime clip can co-exist in scene. And old one can update to new one. (under construction)
- Should be faster, not tested...

<color=#00ff00>Usage Guide</color>
- Click <color=#00ff00>[Add]</color> button, then select what you want to control.
  Almost anything can be controlled in VNAnime clip, even another clip. VN-Module use a special folder called "TAG folder" to mark what we want to control. Do not modify those folders start with "-" if you are not sure about it!
- Select properties of the added object in keyframe view. 
  Click on object's name will select all its properties, or click property's name to select what you want. Hold shift to select multi properties.
- Set the frame position by seekbar, or use the buttons below seekbar to navigate. Notice the green vertical line in the keyframe view indicated where you are.
  Click on the frame number on the top of keyframe view can do the same work.
- Click <color=#00ff00>[Register]</color> button to create keyframes <color=#ff0000>for current selected properties at current frame position</color>.
  So if you selected multi properties, there will be multi keyframes registered at current frame. If there is keyframe already, it will be updated.
- One keyframe can not do animation, change properties value, change frame position and do register again.
  Now you get a animation between two keyframes! VNAnime will interpolate properties value if possible. But some properties can not do interpolate because they have discrete value, for example mouth pattern can be 1 or 2, but there is no pattern 1.5. Discrete properties will be changed at the keyframe and keep its value until next keyframe.
- The ◆ present a keyframe. Click it to select, hold shift to select more, or drag a box to select them.
  When you have keyframes selected, you can use the <color=#00ff00>[Copy]</color> and <color=#00ff00>[Delete]</color> buttons.
- When you have keyframes copied, you can use the  <color=#00ff00>[Paste]</color> button. It will paste copy keyframes at current frame position.
  If you copied some keyframes in time span, the first one will be put on the current frame position and others keeps old time span.
- You can also drag selected keyframes to shift them on time axis.
  But don't drag too many keyframes, it is slow! Use copy-delete-paste instead.
- When you selected a interpolatable keyframe, a curve setting window will appear. You can set a interpolate curve for it.
  The interpolate between two keyframes is determined by the latter keyframe. If the curve of keyframes selection is different, there will be multi curve line in setting window and the adjust handle disappeared. In that case you can only use preset.
- In most case you didn't need all properties of a target object. Maybe just position is what you want to animate. So you can delete unused properties in the detail setting.
  Select the target in left side and click the <color=#00ff00>[>>]</color> button above. There will be another help page for detail setting. Or you can hide unused ones in <color=#00ff00>[Setting]</color> panel.

[[DetailView]]
In the target detail setting, you can do some operations on keyframes of target objects:
-<color=#00ff00>Export</color>: Eexport selected keyframes to a json text file.
-<color=#00ff00>Import</color>: Import keyframes from a json text file.
-<color=#00ff00>Copy To</color>: Copy selected keyframes to another object or split them to another clip.
*Note: <color=#00ff00>Export</color> and <color=#00ff00>Import</color> here is for the keyframes in current selected target, no id info include. So the data export from character A can be import to character B.
*Note: the <color=#00ff00>Export</color> and <color=#00ff00>Copy To</color> target on the keyframes in selected properties in the below list. But if no property was selected, they target on ALL keyframes instead of none.

Also you can do some operations on properties of the target objects:
-<color=#00ff00>Add</color>: Add new properties to clip.
-<color=#00ff00>Delete Empty</color>: Delete properties not used (without any keyframe), make your view clear and may be run a bit faster.
-<color=#00ff00>Delete</color>:  Delete selected properties. Of course delete all keyframes for them. Be careful.

Then you can see all properties for current target in a list. You can select them by click on their name, or use batch select buttons:
-<color=#00ff00>All</color>: Select all
-<color=#00ff00>Empty</color>: Select unused ones
-<color=#00ff00>Invert</color>: Invert selection
-<color=#00ff00>None</color>: Clear selection

In the properties list, every property is listed with their keyframe number in brackets. And you can adjust some update setting for properties.
-<color=#00ff00>auto/diff/force</color>: The update mode. <color=#00ff00>auto</color> mode update only when current frame status different from last frame status. <color=#00ff00>diff</color> mode check current target status and do update if different (VNAnime v1 work in this mode). <color=#00ff00>force</color> mode do update every frame.
-<color=#00ff00>«</color>: Do update before the first keyframe, or not
-<color=#00ff00>»</color>: Do update after the last keyframe, or not
-<color=#00ff00>A/C/D/T</color>: Interpolate mode. A=Auto, C=Continous, D=Discrete, T=Trigger. For discrete properties only D or T are varible.
-<color=#00ff00>↑/↓</color>: Change the order of property in the list. Order in property list is the order properties updated, NOT related with the order in keyframe view.
*Note, you can select some properties and change these setting for all of them.

[[SettingView]]
Here you can change the setting of the clip or for global.

In <b><Clip properties></b>:
-<color=#00ff00>Name</color>: Every clip has an unique name, to manager and to be refered by others. Please set the name start with letter not number to avoid bug.
-<color=#00ff00>Priority</color>: Multi clips can be playback at the same time. If some property value in clips conflicted, the one has higher priority win.
-<color=#00ff00>Auto run on load</color>: If this clip should start as soon as scene loaded.
-<color=#00ff00>Length</color>: The frame length of clip.
-<color=#00ff00>FPS</color>: How many frames per second. It decided how many keyframes can you put in one second, not affects how many times the clip is updated in one second. Clip updated when you scene get updated, so the playback FPS is depend on your machine power.
-<color=#00ff00>Speed</color>: The playback speed. For example a 300 frames long clip with 30FPS will last 10s, but if speed is 2 it only last 5s.
-<color=#00ff00>Loop</color>: How many times should clip loop. Set 0 means no loop, set 1 to loop once (= play 2 times), set 2 to loop 2 times (= play 3 times), and so on. Set -1 for infinite loop.
-<color=#00ff00>Auto rewind when stop clip</color>: When stop the clip, auto rewind it to frame 0. Stop(■) button is on manager UI, and in editor UI the ■ button is actually pause(||) button, so it is not affected by this option. But beware, if using f_clipstop in SSS/VNSS, that command will apply the frame 0 of this clip if this option is ON, and may cause status changing in your scene!
-<color=#00ff00>Do garbage collect</color>: Do garbage collect when clip start, stop/pause or loop.
*Note: Click the <color=#00ff00>[Update Porperties]</color> to make your adjustment update.

In <b><Clip operation></b>:
-<color=#00ff00>Optimize</color>: Delete unneccessary properties and keyframes in clip.
-<color=#00ff00>Export</color>: Export whole clip setting to json text file.
-<color=#00ff00>Import</color>: Import clip setting from json text file. Under construction...

In <b><Global Setting></b>:
-<color=#00ff00>Auto hide unused properties</color>: Make your view clear.
-<color=#00ff00>VideoExport Mode</color>: Enable this mode then you can start clip by "start on next click" option.
-<color=#00ff00>Suspend GC</color>: ONLY FOR HS2/KKS. Suspend garbage collect when any clip is playing, unless the garbage collect call set by user or GC memory meets the limit.
-<color=#00ff00>Editor window size</color>: Window size, mininize value is 500x265
-<color=#00ff00>Target panel width</color>: Width of target panel on left side. From 150 to the half width of window.
*Note: Legacy view mode not valid in VNAnime2.

In <b><Shortcuts></b>:
-<color=#00ff00>shortcuts</color>: User define shortcuts, support combine key with ctrl/shift/alt. Right to cancel setting.
-<color=#00ff00>Suspend vanilla studio shortcut keys</color>: Disable vanilla studio keys (e.g. Q/W/E/R keys) or not, when in clip v2 editor UI.
-<color=#00ff00>Suspend vanilla camera shortcut keys</color>: Disable vanilla camera keys (e.g. arrow keys) or not, when in clip v2 editor UI.

