• Hi Guest!

    We are extremely excited to announce the release of our first Beta1.1 and the first release of our Public AddonKit!
    To participate in the Beta, a subscription to the Entertainer or Creator Tier is required. For access to the Public AddonKit you must be a Creator tier member. Once subscribed, download instructions can be found here.

    Click here for information and guides regarding the VaM2 beta. Join our Discord server for more announcements and community discussion about VaM2.
  • Hi Guest!

    VaM2 Resource Categories have now been added to the Hub! For information on posting VaM2 resources and details about VaM2 related changes to our Community Forums, please see our official announcement here.
BodyLanguage

Plugins + Scripts BodyLanguage

Download [<1 MB]
I didn’t mean to cause frustration with my question, but please know I intended no disrespect. I simply wished to learn if the feature was possible — had you said "no," I would have thanked you and explored alternatives.

Your gaze system remains my choice because it delivers the most natural head poses I’ve found, while keeping the original posture perfectly intact. After testing every gaze plugin on the forum, yours stands unmatched. Truly remarkable work — I deeply respect your contribution.

Thank you for your time, and wishing you all the best
No problem mate, I don't feel offended. Sorry if my words sounded a bit harsh.
It's just that most of the questions around here are not about how to properly use but how to disable features I put a lot of thought in, and this can be a bit demoralising. I always try to figure out why people want to disable it and to explain how it is intended to be used instead of just saying "no, not possible". Maybe the mechanics and possibilies are just not clear to them.

Thanks for the kind words :) If you like the natural head poses you should definitely try using the pose idles too. Set the torque values of the head to around 100. This combined with the gaze looks super cool in my opinion.

Btw. I still have to try your scene with the small fugurine. It looks very innovative and super well made!
 
No problem mate, I don't feel offended. Sorry if my words sounded a bit harsh.
It's just that most of the questions around here are not about how to properly use but how to disable features I put a lot of thought in, and this can be a bit demoralising. I always try to figure out why people want to disable it and to explain how it is intended to be used instead of just saying "no, not possible". Maybe the mechanics and possibilies are just not clear to them.

Thanks for the kind words :) If you like the natural head poses you should definitely try using the pose idles too. Set the torque values of the head to around 100. This combined with the gaze looks super cool in my opinion.

Btw. I still have to try your scene with the small fugurine. It looks very innovative and super well made!
Sorry for my limited English — even with translation, misunderstandings can happen :ROFLMAO:

Truth is, I was genuinely obsessed with the camera position presets in your PoseMe plugin. It's practically the only tool on the entire HUB that saves focal points during teleportation. After moving the camera, I could orbit characters without smashing [F] to refocus

*In my Slutshow scene, I once tried replacing LogicBrick with BodyLanguage as the core plugin, using PoseMe for pose management. But with 200+ pose presets, scene load time ballooned past 20+ minutes once I hit ~100 presets :unsure:. Maybe The PoseMe preset surge might've spawned exponential overhead.*

Since Slutshow is a character-viewing scene, I recently wanted a one-click gaze toggle between eyeTargetControl (static) and Gaze (head/eye tracking). This would breathe life into static poses! I recalled PoseMe's Person Enable option seamlessly switches these modes, but it seems not exposed for external plugin calls — hence my question.

Though I can't code, I'm now using AI to build a humble little gaze plugin for Slutshow.

Still — BodyLanguage remains a monumental achievement! :coffee:
 
But with 200+ pose presets, scene load time ballooned past 20+ minutes
Yes you're right, there is a computational overhead, but this is already fixed in my dev version. Load times are drastically shorter now.
I recalled PoseMe's Person Enable option seamlessly switches these modes
It's not exactly seamless. It rather snaps. That's one reason I why I did not expose the parameter. Things that are meant to be toggled during gameplay should be smooth in my opinion.
The dev version has it exposed now, and the transition is smoothed out.
This would breathe life into static poses!
Again, I highly encourage you to try out the idles and movement features! Poses don't have to be static at all!
 
What a fantastic plugin.I'm surprised by its incredible versatility, and I'm gradually learning how to use it.Thank you for creating it.

If anyone knows, could you tell me if X-RAY works in VR?I think I'm doing something wrong, but I couldn't figure it out.
 
What a fantastic plugin.I'm surprised by its incredible versatility, and I'm gradually learning how to use it.Thank you for creating it.

If anyone knows, could you tell me if X-RAY works in VR?I think I'm doing something wrong, but I couldn't figure it out.
Thanks, glad you like it :)
XRay is bugged in VR (till the next version).
 
Hey Cheesy, how’s it going? Hope everything’s been good on your side.
Just wanted to drop by and say hi — and let you know I’m really starting to get the hang of your plugin. It’s become an absolute must-have in my setup.
Thanks again!
 
Hey Cheesy, how’s it going? Hope everything’s been good on your side.
Just wanted to drop by and say hi — and let you know I’m really starting to get the hang of your plugin. It’s become an absolute must-have in my setup.
Thanks again!
Thanks man, everything good for now :)
I'm glad you're getting used to it and find it useful. Just hit me up if you have any questions!
 
This error occurs sometimes in larger body language scenes. After the error occurs, Body Language will no longer function properly in that scene, even if you try to reload it.
EDIT: Oh all atoms have to be on. My bad

Code:
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze+Ass..ctor (CheesyFX.Person person, System.String side) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze.RegisterPerson (CheesyFX.Person person, CheesyFX.Gaze gaze) [0x00000] in <filename unknown>:0
  at CheesyFX.Person.Init (CheesyFX.CapsulePenetrator penetrator) [0x00000] in <filename unknown>:0
  at CheesyFX.FillMeUp.AddPenetrator (.Atom atom) [0x00000] in <filename unknown>:0
!> System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.GetSceneContent (Boolean init) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.Init () [0x00000] in <filename unknown>:0
!> System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze+Ass..ctor (CheesyFX.Person person, System.String side) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze.RegisterPerson (CheesyFX.Person person, CheesyFX.Gaze gaze) [0x00000] in <filename unknown>:0
  at CheesyFX.Person.Init (CheesyFX.CapsulePenetrator penetrator) [0x00000] in <filename unknown>:0
  at CheesyFX.FillMeUp.AddPenetrator (.Atom atom) [0x00000] in <filename unknown>:0
!> System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.GetSceneContent (Boolean init) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.Init () [0x00000] in <filename unknown>:0
!> System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze+Ass..ctor (CheesyFX.Person person, System.String side) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze.RegisterPerson (CheesyFX.Person person, CheesyFX.Gaze gaze) [0x00000] in <filename unknown>:0
  at CheesyFX.Person.Init (CheesyFX.CapsulePenetrator penetrator) [0x00000] in <filename unknown>:0
  at CheesyFX.FillMeUp.AddPenetrator (.Atom atom) [0x00000] in <filename unknown>:0
!> System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.GetSceneContent (Boolean init) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.Init () [0x00000] in <filename unknown>:0

How did you fix this? I have all atoms on but it still causes scenes to fail to load and breaks expressions until the scene is reloaded.

Specifically I am getting:


Code:
!> System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze+Ass..ctor (CheesyFX.Person person, System.String side) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze.RegisterPerson (CheesyFX.Person person, CheesyFX.Gaze gaze) [0x00000] in <filename unknown>:0
  at CheesyFX.Person.Init (CheesyFX.CapsulePenetrator penetrator) [0x00000] in <filename unknown>:0
  at CheesyFX.FillMeUp.AddPenetrator (.Atom atom) [0x00000] in <filename unknown>:0
!> System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.GetSceneContent (Boolean init) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.Init () [0x00000] in <filename unknown>:0
 
How did you fix this? I have all atoms on but it still causes scenes to fail to load and breaks expressions until the scene is reloaded.

Specifically I am getting:


Code:
!> System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze+Ass..ctor (CheesyFX.Person person, System.String side) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze.RegisterPerson (CheesyFX.Person person, CheesyFX.Gaze gaze) [0x00000] in <filename unknown>:0
  at CheesyFX.Person.Init (CheesyFX.CapsulePenetrator penetrator) [0x00000] in <filename unknown>:0
  at CheesyFX.FillMeUp.AddPenetrator (.Atom atom) [0x00000] in <filename unknown>:0
!> System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.GetSceneContent (Boolean init) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.Init () [0x00000] in <filename unknown>:0
For now, all persons have to be on and advanced colliders have to enabled on plugin load. You can disable them later on if you want.
 
very good plugin but i'm having issues with the intensity of the thrust. Is there a setting in the plugin where intensity is stronger? i wanted to simulate rough sex but the thrusts are soft. It's a really good plugin but I think the plugin needs to have additional intensity settings. Thank you for sharing it!
 
very good plugin but i'm having issues with the intensity of the thrust. Is there a setting in the plugin where intensity is stronger? i wanted to simulate rough sex but the thrusts are soft. It's a really good plugin but I think the plugin needs to have additional intensity settings. Thank you for sharing it!
Thanks! Please see the main page for an explanation of the force settings.
 
Amazing plugin. I am using it alongside timeline but the timeline clips ive assigned a pose seem to unassign themselves when re entering the scene. I have BL below timeline in my plugin order too on my actor
 
Great plugin set, but for PoseMe plugin there are settings that wont stick properly when saving the preset.

'Show World Canvas' under Input\World keeps almost always re-enabling itself:
1755986474601.png

So the big grey canvas with numbered boxes gets in the way all the time, sometimes blocking keys from UIAssist and the like. I want it to stay 100% disabled in both desktop and VR when I have disabled all the nine checkmarks for World\Screen (Desktop)\HUD (VR).

And also same re-enablong by itself happens with the setting "Apply First pose..." under Levels:
1755986541351.png

This is very annoying when you load your saved scene and the pose gets magically changed to 1st one (when I was actually using number 46 in the save for example).

Occasionally I have noticed also similar behaviour for Gaze\Clients:
1755987129312.png

I would like to keep it on Male only, but it sometimes changes as well.

Please fix in future release or implement save profile functionality for PoseMe, thank you!
 

Similar threads

Back
Top Bottom