On one hand the technology is very impressive, on the other hand there are so many features missing that I worry if the creator community will lose interest if it takes 3-5 years for 2.X to complete.
I think the best thing to do is to release 2.X in modules. The first release should target...
Thanks, Meshed for all your insight! I appreciate the fact that this is a difficult thing to get right. Perhaps once 2.X is out the community will come up with something. In the meantime it's good to know that this is something that will be at least partially addressed.
Do you have an example of properly simulated rigid items? It sounds like you are saying the current version already has this capability, if I'm not misunderstanding.
Yes I had an inkling that this would not be a high priority, although with soft body physics in Vam 2 it should be easier to implement. Perhaps @meshedvr can chime in, if he sees this.
Having rigid "clothing" like glasses, shoes, etc would be great, but I'm not optimistic because as you...
Most footwear are either not simulated at all, or are simulated like cloth. Having a pair of boots simply "fall off" like they're made of silk is kind of ridiculous. Will Vam 2.0 and its soft body physics enable better simulation of rigid, non-cloth items?
Yes definitely keep it in mind for VaM 2. I am aware of the option to turn off web URLs, but my comment was more about eliminating the potential for future exploits. Giving the executable access to the internet and then relying on VaM's internal settings to block certain web connections still...
From a security perspective it would be better if VAM did not have access to the internet. You never know when a scene you downloaded is loading a url asset, which has obvious security risks. If the exe's are separated then the user can block the main VAM exe from accessing the internet with a...