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Physics Manager for CUAs

Plugins + Scripts Physics Manager for CUAs

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Skynet

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Skynet submitted a new resource:

Physics Manager for CUAs - Fine tune physics component settings inside VaM (most of them) + extras

-- How to use it?
- load as plugin in CUA Atom.

-- What this plugin does:
- Reveals some physics component settings within a rigged CUA, At least the relevant ones from rigid body, joints and colliders.
- Fine tune physics for rigged ropes, tentacles, dildos... etc.
- Collision deactivation + Uniform scaling for rigged CUAs (these are synced with their VaM native counterparts).

-- Plugin Parameters Additional explanation:
- Uniform scale: synced with VaM...

Read more about this resource...
 
It's not working for me. I'm afraid I'm making a mistake 🙈 I must have misunderstood some instructions. Does this work with all CUAs? My idea was to use a simple wall. I was hoping that would make it flexible like a curtain so my character could walk through it. Can you help me?
 
Skynet updated Physics Manager for CUAs with a new update entry:

update 2

-- new features:

- added "Enable Gravity" that enables gravity for all found RBs in the CUA.
- added "Scaling Delay" default at 0 for normal use, increase to 0.2-0.4 for compatibility with Bone Control plugin.
- added "Override Physics settings" enables/ disables lock to CUA Atom physics toggle parameter.
- added "Override Native scaling" enables/ disables lock to CUA Atom Scaling slider parameter.

Read the rest of this update entry...
 
Skynet updated Physics Manager for CUAs with a new update entry:

update v3

-- New Features:
- Added sliders for rigidbody drag & angular drag.
- Added toggle to switch mesh skinning quality between Auto and high-quality 4x Bone mode.
- Added dropdown to choose between X&YZ or Slerp rotation drive modes for joints.
- Fixed override toggle behaviour so native scale changes are properly ignored when override toggle is disabled.
- Changed defaults to softer springs (20), lighter mass (0.5), inter-collisions disabled, and gravity off.

Read the rest of this update entry...
 
I've encountered a problem with the uniform scaling not correctly applied when saving and loading a scene. Like you mentioned, the thing about scaling with this plugin is that it actually scales the CUA correctly, instead of the Scale slider in the Physics Object tab of the CUA.

As an example, I've been using your tentacle asset and scaling those with the built in VaM way only makes the tentacles thinner/thicker with the length of the tentacle being the same, while using this plugin actually makes the whole tentacle scale correctly. But when saving a scene with the uniform scaling and reloading it, it seems to apply only the built in scaling, or regarding my example, the tentacle loads as thin/thick instead of correctly scaled. No combination of toggling Override Native Scaling and different Scaling Delays seem to solve this issue. I've been using the plugin in combination with your puppeteer plugin on the same atom if that's important.

My best guess is because the plugin simultaneously changes the Scale slider in the Physics Object tab which is saved in the scene file, when loading the scene VaM reads that and loads the CUA wrongly scaled, ignoring the uniform scaling value in the plugin.

I would really appreciate it if you could find the time to look into this :giggle:
 
It's not working for me. I'm afraid I'm making a mistake 🙈 I must have misunderstood some instructions. Does this work with all CUAs? My idea was to use a simple wall. I was hoping that would make it flexible like a curtain so my character could walk through it. Can you help me?
ah i see, the CUA you're using must be already rigged & has physics components added to it in unity before using the plugin on it in vam
 
I've encountered a problem with the uniform scaling not correctly applied when saving and loading a scene. Like you mentioned, the thing about scaling with this plugin is that it actually scales the CUA correctly, instead of the Scale slider in the Physics Object tab of the CUA.

As an example, I've been using your tentacle asset and scaling those with the built in VaM way only makes the tentacles thinner/thicker with the length of the tentacle being the same, while using this plugin actually makes the whole tentacle scale correctly. But when saving a scene with the uniform scaling and reloading it, it seems to apply only the built in scaling, or regarding my example, the tentacle loads as thin/thick instead of correctly scaled. No combination of toggling Override Native Scaling and different Scaling Delays seem to solve this issue. I've been using the plugin in combination with your puppeteer plugin on the same atom if that's important.

My best guess is because the plugin simultaneously changes the Scale slider in the Physics Object tab which is saved in the scene file, when loading the scene VaM reads that and loads the CUA wrongly scaled, ignoring the uniform scaling value in the plugin.

I would really appreciate it if you could find the time to look into this :giggle:
hmm i didn't test the plugin intensively so this was expected, will check soon
 
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