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ForceForge

Plugins + Scripts ForceForge

Great f*n Job! Particle, I'm loving the Slam Speed, Being able to make the pelvis slow down and snap the Torque quickly is Hot AF, "She's Chucking that Thang"🥵

Do you have a little insight on exactly what "Randomness Bounds" is doing?
 
Great f*n Job! Particle, I'm loving the Slam Speed, Being able to make the pelvis slow down and snap the Torque quickly is Hot AF, "She's Chucking that Thang"🥵

Do you have a little insight on exactly what "Randomness Bounds" is doing?
thx, i was wondering why i didn't think of it sooner, just breaking up the thing that is an animation cycle, into an animation cycle

and the randomness bounds: it generates 3 random numbers that get gradually applied, over a random number of cycles, to some of the slider values... its unlocked if you want to mess around w/ it
 
With regards to the responder part of the plugin is there a way to implement a quick toggle or setting to take the responder from moving in sync with the other body to being directly and as near as perfectly counter to it?

For example: instead of both the primary atom and responder atom moving in <---/<--- direction on the global grid, you hit a trigger and the responder or primary atom switches to a --->/<---- mode.
 
With regards to the responder part of the plugin is there a way to implement a quick toggle or setting to take the responder from moving in sync with the other body to being directly and as near as perfectly counter to it?

For example: instead of both the primary atom and responder atom moving in <---/<--- direction on the global grid, you hit a trigger and the responder or primary atom switches to a --->/<---- mode.
hmm, i've been thinking a lot about that, it seems to work the best w/ either double the speed, half the speed or... the same speed as the primary... it kindof resembles physics quantum dynamics, except its not light, and a physics major would yell at me for saying that

Now that i just changed how long that cycle even takes... uh, idk what that new value would be, i think it has something to do w/ the slam + drawback speed... maybe?
 
ParticlePinnacle updated ForceForge with a new update entry:

whoops

eh, sorry, that's part of the reason its beta, i'm making a lot of changes and trying to save the previous versions, and didn't include the new main file(s)
v4 needed some checks, i reccommend v5
v5 has less frame drops
also, i forgot to mention this but, i added damping to the head a while ago, it helps with faster animations, but can cause frame drops when adjusted, anyways it was adjusted up/down constantly with randomness bounds activating every few cycles

Otherwise, everything above a...

Read the rest of this update entry...
 
I want to leave a review but refuse to due to the fact that I cannot yet give it 5 stars (though it's close) and do not want either hurt the overall rating or deter users from trying this great plug-in out.

Here's my few gripes that may be able to be remedied relatively easy...
1) Choose Target -----> If possible, Person Atom(s) should be at top of list. Minor nitpick.
2) Force Forge 5 -----> "Move This / To This" with "Penis and Vagina" gives me superior results over other versions & other plugins BUT...
it seriously messes up the speed and dynamics of the Head (haven't noticed other body parts).
Imagine this is "applying force" related? It's a game killer for me and makes it unusable.

Anyhoo... kudos to the fantastic work so far on a fantastic plug-in with high potential.

EDIT ---> Failed to try FF v3. That was the version I was looking for to solve my problem. So, aside from minor nitpick 1... this is top tier! Thanx for sharing.
 
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I want to leave a review but refuse to due to the fact that I cannot yet give it 5 stars (though it's close) and do not want either hurt the overall rating or deter users from trying this great plug-in out.

Here's my few gripes that may be able to be remedied relatively easy...
1) Choose Target -----> If possible, Person Atom(s) should be at top of list. Minor nitpick.
2) Force Forge 5 -----> "Move This / To This" with "Penis and Vagina" gives me superior results over other versions & other plugins BUT...
it seriously messes up the speed and dynamics of the Head (haven't noticed other body parts).
Imagine this is "applying force" related? It's a game killer for me and makes it unusable.

Anyhoo... kudos to the fantastic work so far on a fantastic plug-in with high potential.

EDIT ---> Failed to try FF v3. That was the version I was looking for to solve my problem. So, aside from minor nitpick 1... this is top tier! Thanx for sharing.
Thx, I seriously need to take all the non person atoms out,
I've got a couple of newer versions right now, but I haven't had a lot of free time to tune and release them
 
Hi there, very interesting plugin. Is there a way to apply force on the same person atom? I couldn't select target to the same atom.
What I wanted to achive is simple vagina masturbation... looks like it is not possible, or am I missing something.

And looks like this can be only added to person atom, right?
I was thinking I could add empty, add the plugin to it, and parent hand with empty, but when I do that, or when I set empty as target in the script from person atom it throws constant exceptions like these:

!> Exception caught: System.NullReferenceException: Object reference not set to an instance of an object
at ParticlePinnacle.ForceForge.FixedUpdate () [0x00000] in <filename unknown>:0
!> Exception caught: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Rigidbody].get_Item (System.String key) [0x00000] in <filename unknown>:0
at ParticlePinnacle.ForceForge.Update () [0x00000] in <filename unknown>:0
!> Exception caught: System.NullReferenceException: Object reference not set to an instance of an object
at ParticlePinnacle.ForceForge.FixedUpdate () [0x00000] in <filename unknown>:0
!> Exception caught: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Rigidbody].get_Item (System.String key) [0x00000] in <filename unknown>:0
 
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Hi there, very interesting plugin. Is there a way to apply force on the same person atom? I couldn't select target to the same atom.
What I wanted to achive is simple vagina masturbation... looks like it is not possible, or am I missing something.

And looks like this can be only added to person atom, right?
I was thinking I could add empty, add the plugin to it, and parent hand with empty, but when I do that, or when I set empty as target in the script from person atom it throws constant exceptions like these:

!> Exception caught: System.NullReferenceException: Object reference not set to an instance of an object
at ParticlePinnacle.ForceForge.FixedUpdate () [0x00000] in <filename unknown>:0
!> Exception caught: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Rigidbody].get_Item (System.String key) [0x00000] in <filename unknown>:0
at ParticlePinnacle.ForceForge.Update () [0x00000] in <filename unknown>:0
!> Exception caught: System.NullReferenceException: Object reference not set to an instance of an object
at ParticlePinnacle.ForceForge.FixedUpdate () [0x00000] in <filename unknown>:0
!> Exception caught: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Rigidbody].get_Item (System.String key) [0x00000] in <filename unknown>:0
eh, it isn't really designed to do that, but you can parent a toy to a model's hand or w/e and turn collision off and make them invisible?
 
ParticlePinnacle updated ForceForge with a new update entry:

features update

Finally got around to updating the plugin after breaking it a few times by accident

Combined the two plugins into one package, but it is possible to use them individually, just turn slot null on and only the responder will be active, or if you only want force forge you can either disable the responder plugin or use the standalone v7 plugin

Changes:
added slot null, reccommended for use when saving

only person atoms show up in selection

when up/down and force are zero the responder...

Read the rest of this update entry...
 
very nice update, but please could you give us an option to disable the head locking? I don't see the point and it ruins the overall gameplay imho (or if you could give us a workaround for the moment I select the head and press reset but it then tries to move it back to 0,0,0).
Why is your plugin doing that?, it wasn't like that in the first version...
also I tried the standalone version but it didn't load. combined works.
 
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very nice update, but please could you give us an option to disable the head locking? I don't see the point and it ruins the overall gameplay imho (or if you could give us a workaround for the moment I select the head and press reset but it then tries to move it back to 0,0,0).
Why is your plugin doing that?, it wasn't like that in the first version...
also I tried the standalone version but it didn't load. combined works.
the point of damping the head is just to keep it from swinging around due to the other forces acting on it

hmm, what are you thinking? a slider like the changes from slider speed... slider, or a slider that adjusts the damping, that needs to be set for every animation slot?

Also, since everything over speed 15 is dampened, one quick workaround is just to leave the animation speed at 15, and crank all the other animation sliders up, that also leaves it undampened and it can get pretty fast too
 
the point of damping the head is just to keep it from swinging around due to the other forces acting on it

hmm, what are you thinking? a slider like the changes from slider speed... slider, or a slider that adjusts the damping, that needs to be set for every animation slot?

Also, since everything over speed 15 is dampened, one quick workaround is just to leave the animation speed at 15, and crank all the other animation sliders up, that also leaves it undampened and it can get pretty fast too
I personnaly tought more of a toggle, locked or not locked, accessible via trigger. and if possible leave rotation alone so gaze plugins aren't broken.
The workaround I'm using is to reset the head controller, works perfect, head doesn't move around so a toggle to use your setting or switch to vanilla would be great.
not a fan of a slider

that's the feature that breaks the plugin for me and I reaaaly like it, in conjunction with flutterhip, it can produce really sexy stuff, I'm doing a scene right now switching from one plugin to the other.
but I need to reset the head before hand or gaze and manual interaction with the head (and I guess timeline too) is paralized :S
 
also, I have this error when trying to start the standaloneV7 version "File ParticlePinnacle.ForceForge.13:/Custom/Scripts/particlepinnacle/thrustor/ForceForgeStandalonev7.cslist in csfile AddonPackages\ParticlePinnacle.ForceForge.13.var:\Custom\Scripts\particlepinnacle\thrustor\ must be a .cs file"
 
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