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SlimyROPE

Plugins + Scripts SlimyROPE

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slimy

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slimy submitted a new resource:

SlimyROPE - Procedural Simple Rope , Chain , Beads

This is a plugin that took a lot of time to develop, and I'm proud to release it.
This is a rope plugin that is useful for various scenes.
By specifying a texture, the rope can be made to look like a chain or cord.
In addition, the spheres at the nodes of the rope can be used to create the effect of anal beads.

[ How to use ]
Prepare one Empty in the scene and load the plugin.
An oppositeEmpty will be automatically generated nearby.
A rope will be generated between the two Empties.
You can...

Read more about this resource...
 
Great work, I really like how it behaves physically.
I noticed one bug: When switching the sphere material in VR it get distorted like when assets are not set to be VR compatible in Unity.
 
It doesn't seem to reload properly after saving the scene. Awesome plugin though!
 
Very good plugin, but there are some issues with the material that can be improved. If the material of the ball is switched to another material such as glass, a dual image will appear in VR. In addition, ropes and chains are hidden in other transparent material backgrounds because they are made of transparent materials. This can be solved by setting a pull rod option in the material and changing the rendering queue value
 
slimy updated SlimyROPE with a new update entry:

Ver2. Small Bug Fix.

There was an issue with the Unity wrong settings, causing a bug where the image would appear double when displayed in VR.
I quickly resolved this and will release it as version 2.
Thanks to PrimeMocap and mxygsb1 for letting me know.
There are other issues that need improvement, but it will take some time.

Read the rest of this update entry...
 
:love::love::love:For me, it can be used like this, disguised as a sticky liquid.
 

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This really can be used to create necklace, the person walks with this well with collison on! :giggle:
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There seems to be a problem with the render queue of the rope material. It tends to vanish in front of hair and has problems with glow. Some more scifie options for the material would be nice.
Overall an awesome addition!
 

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This really can be used to create necklace, the person walks with this well with collison on! :giggle:
Although the collision is not very stable,as long as there is no intense movement of the body, it works well.
BTW, wonder wether we are able to import or create in unity our own custom shaped object in future in a simple way by using this plugin in the future, big thanks to our hero
Slimy!
 
slimy updated SlimyROPE with a new update entry:

ver3 small bug fix

There was a problem with the drawing priority order with hair.
I was planning to implement a UI to adjust the renderQueue, but that would have been too complicated,
so for now I changed the value of renderQueue to fix the problem.
I also fixed an issue where the drawing order of glass beads was reversed.
Thanks to everyone who let me know about the problem :)

Read the rest of this update entry...
 
slimy updated SlimyROPE with a new update entry:

Ver4.0 Useful update

I've been thinking about this for about three years. How can I pull the nipple? How can I prevent the nippleControl from separating from the nipple itself?Now, I've found a solution, and I'd like to share its effectiveness with you all.The mechanism is simple, but if it doesn't work, please let me know by message.

[New features]
Let's call the first Empty A, and the Empty at the opposite pole B.
When A is moved and the rope is pulled taut, B will be pulled and move. We'll call this...

Read the rest of this update entry...
 
Hey, could you explain more in detail how to use this? I am wondering if it's possible to make hand connected to a static anchor, with hand having controls disabled, but it's movement being restricted. If it's not possible, then I guess maybe feature request?

What I mean exactly (and how I'm trying to do it, not sure I understand correctly).

1. Make empty atom (A), load the plugin.
2. Set the opposite anchor to be enabled in the plugin, this end of the rope atom will be on the wall and will not move.
3. Now, how to properly attach A to the hand? Just choosing rHandControl link in the plugin doesn't seem to auto snap or anything, it seems finicky. Do I need to manually parent it via VAM as well?
4. Not sure if it's there/possible, but would some kind of constraint be doable? For example, if you set rope length to X, that length can't be changed no matter what (or maybe only stretched a little bit). So if you set it to short length and it would snap to the hand, it would keep the hand from moving too much (so allow only radius of the rope).

From what I managed to do so far is somehow attaching the plugin atom to the hand, but it only seems to work when hand position control is enabled, so you can only move the control atom..

So basically I want to do something like your nipple example - if rope is long enough, allow controls to be off, but if rope is pulled and short enough, force control on and move the body part. Could you explain more about which atom does exactly what and how do you use vertex attach exactly? In my scenario I assume A (plugin atom) has to be attached to the body part (how exactly)?, B (end point created by the plugin) is manually put somewhere.. and not sure where to put C and how to make it so I can have hand control off and rope following.

Thank you for your time.
 
Hey, could you explain more in detail how to use this? I am wondering if it's possible to make hand connected to a static anchor, with hand having controls disabled, but it's movement being restricted. If it's not possible, then I guess maybe feature request?

What I mean exactly (and how I'm trying to do it, not sure I understand correctly).

1. Make empty atom (A), load the plugin.
2. Set the opposite anchor to be enabled in the plugin, this end of the rope atom will be on the wall and will not move.
3. Now, how to properly attach A to the hand? Just choosing rHandControl link in the plugin doesn't seem to auto snap or anything, it seems finicky. Do I need to manually parent it via VAM as well?
4. Not sure if it's there/possible, but would some kind of constraint be doable? For example, if you set rope length to X, that length can't be changed no matter what (or maybe only stretched a little bit). So if you set it to short length and it would snap to the hand, it would keep the hand from moving too much (so allow only radius of the rope).

From what I managed to do so far is somehow attaching the plugin atom to the hand, but it only seems to work when hand position control is enabled, so you can only move the control atom..

So basically I want to do something like your nipple example - if rope is long enough, allow controls to be off, but if rope is pulled and short enough, force control on and move the body part. Could you explain more about which atom does exactly what and how do you use vertex attach exactly? In my scenario I assume A (plugin atom) has to be attached to the body part (how exactly)?, B (end point created by the plugin) is manually put somewhere.. and not sure where to put C and how to make it so I can have hand control off and rope following.

Thank you for your time.
Hello. You always have a lot of energy. :LOL:
A is the master and B or C is the slave. When C is unspecified (None), B is the slave.
For example, if you specify handControl as C, when you move A and the rope becomes taut, C will turn On and behave like A's child.
When you move A again and the rope becomes slack, C will turn off and become free.
During this time, B will not do anything. Therefore, B must be ParentLinked as a child of hand, or sewn to the hand with Stopper's AttachVertex.

This procedure was originally intended to solve the problem of nippleControl becoming misaligned with the nipple.

If you're simply tying the hand to the wall with a rope, you can leave C set to None.
Anchor A to the wall and parentLink B as the child of hand.

However, if B moves and the rope becomes taut, the pullback will be activated, preventing it from moving. In that case, uncheck the pullBackEnable pulldown. (See image.)
This will allow B to move freely.

There is no limit to the range of movement of the hand. If you want to animate the hand, you just need to create a movement that does not exceed the range.
rapture_20250814064339.jpg
 
I see, thanks! That clarifies things. I noticed if I enable pullback, the moment my hand goes out of the range, end point will force its position to on (from parented to the hand) and just floats there in the middle until I reset it manually, while hand moves normally (to be honest, not sure what's the use case of that, since once pullback activates it's kinda broken at least in my case). Anyway, as long as pullback is disabled, it works very nicely, and I guess I can limit movement by using Contortionist and lowering joint angles or something. Thanks for your work! 😁
 
Great thanks for Slimy to introduce the nipple dragging feature,which means we can use this to simulate dragging by finger easily it we shorten the rope and hide the material, I will test it out.
 
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