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Please be aware that we have released another critical security patch for VaM. We strongly recommend updating to version 1.22.0.12 using the VaM_Updater found in your installation folder.
Details about the security patch can be found here.
The VaM security patch broke this plugin due to having references to Application.OpenURL. Since the creator hasn't been active, we have patched this resource for them by using the safe SuperController.OpenURL method instead of the now restricted one.
its definitely possible. I dont have time to sadly. Blender isn't really the right place to start though its way too big and slow to load in typically. FBX might be ok at runtime.
A big problem is most of the file formats rely on some kind of c or c++ dll under the covers which becomes a huge...
uncheck convex collider and you should be good. Some meshes can't create complete convex colliders which causing unity to get very confused and lag a lot.
It can be used with any CUA that has bones attached. The bones are defined in unity at the point when the asset bundle is created. So yes depending on if the clothes have bones. If the clothes dont have bones, you can use the XPS loader plugin to load clothes which have bones and then pose them...
- Added more multi-effector option for CCD and FabbrIK. Meaning you can have more fine grain control on one long chain of transforms. Requires a minimum of 3 transforms per effectors.
- Added more complex Arm and Leg IK options. Allowing for 4 bone options. Largely works better than the limb...
So this has been a persistent issues quite a few folks have encountered and I hadn't had time to replicate the issues until recently. IKCUA stores all the info it needs to know about the IK setup of a scene in one long comma delimited string per IK type. This bug is actually a problem where when...
Hi, this is awesome.. sadly ive had about zero time to work on any VAM stuff in the past few months as work has cranked up again. I'll see if i can find sometime at the weekend to take a look but sadly i cant promise anything.
that said the code is sitting in github if you're feel adventurous!
They actually already use the VAM default shaders so no need to vamify them.
If they appear faded its probably because they are using the transparency shader based on how the setting is in the XPS file, which has less features than the regular shader. In some later version I'll give the option...
Yes it should work, i had a look earlier and the bones are all there but they are named in german so you might want to get your google translate out. Use full body skeleton and play around with the options. Check where the lines are drawn and you'll get an idea. Apparently oberschenkel means...
The filtering on bones is to ensure the setup is actually valid. If you can see bones but cant reach them due to the filtering it means the skeleton isn't rigged correctly. However, if you want to add bones manually you can just manually edit the JSON file pretty easily.
In terms of bending...
Glad its working out well. Just a shame it took me so long to find time to actually port it.. I wrote most of this code 5 years ago.
That said I've been pleasantly surprised at how well the environments come in, esp. with my current dev branch of code which has better environment colliders.