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VaM 1.x Need help with model contact in animation

Threads regarding the original VaM 1.x

TallGirlEnjoyer

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Using AcidBubbles Timeline


I'm fairly new to animating scenes in Virt-A-Mate, but I really enjoy it since it's much quicker and simpler than Blender.
Most of what I create are giantess/size scenes (big fan of artists like DreamVRX or Qido), and things usually go well until two models start interacting with each other.


The issue: whenever I try to animate Model A touching Model B (for example, fingers or genitals), the touching parts start vibrating or become basically "untouchable," as if there are invisible colliders preventing proper skin-to-skin contact.

From what I understand, this might be related to physics settings or colliders, but I'm not sure exactly where or how to adjust them.


It feels like I'm missing a crucial step in VAM animation, but I can’t find any clear threads or tutorials on this.
So my questions are:


  • Is this just a matter of manipulating colliders?
  • Am I missing a plugin that helps with this?
  • Does physics not support scaled-up characters properly?
  • Or would upgrading to VAM 2.0 solve it?

Any tips or guidance would be greatly appreciated!
 
  1. First and foremost, forget VAM 2, it's in early alpha stage, you can't "upgrade" to VAM 2 for this type of purpose, juste because it's simply not ready.
  2. And mainly: you can't hope for proper collisions or accuracy in giantess or the reverse (miniature) situations... physics do not support the situation (scaling) very well. Game engines are made to work at a "normal size". Any game representing either a gigantic or super small scale are simply faking it at a normal size and handling the scenery around to make it believable.
As an example :



This is an upcoming scene we're workin' on with Spacedog and Juno, that section was a pure nightmare just because of the size. I had to make drastic choices on the animation, limit the range of motion and the size reduction overall to keep colliders working properly. A 1/3rd reduction is somewhat ok, anything below will start to produce extremely weird effects on colliders and the character itself (for instance, below a certain size, you will see the mouth opening automatically for no reason).

The same applies to huge characters if you want them to interact with smaller characters.

You can try to use Collider Editor, but if your goal is hoping for a "normal" behavior at big or small scale, it's not gonna happen. You will have weird behaviors in animation or collisions no matter what you do, and you will need to make choices on your direction and scene to keep it together.

The best case scenario is a "huge" scenery and normal sized characters to fake the size... but as you are talking about "giantess" I suppose your idea is to have a difference in size, which is where the problems appear : )
 
  1. First and foremost, forget VAM 2, it's in early alpha stage, you can't "upgrade" to VAM 2 for this type of purpose, juste because it's simply not ready.
  2. And mainly: you can't hope for proper collisions or accuracy in giantess or the reverse (miniature) situations... physics do not support the situation (scaling) very well. Game engines are made to work at a "normal size". Any game representing either a gigantic or super small scale are simply faking it at a normal size and handling the scenery around to make it believable.
As an example :

View attachment 527488

This is an upcoming scene we're workin' on with Spacedog and Juno, that section was a pure nightmare just because of the size. I had to make drastic choices on the animation, limit the range of motion and the size reduction overall to keep colliders working properly. A 1/3rd reduction is somewhat ok, anything below will start to produce extremely weird effects on colliders and the character itself (for instance, below a certain size, you will see the mouth opening automatically for no reason).

The same applies to huge characters if you want them to interact with smaller characters.

You can try to use Collider Editor, but if your goal is hoping for a "normal" behavior at big or small scale, it's not gonna happen. You will have weird behaviors in animation or collisions no matter what you do, and you will need to make choices on your direction and scene to keep it together.

The best case scenario is a "huge" scenery and normal sized characters to fake the size... but as you are talking about "giantess" I suppose your idea is to have a difference in size, which is where the problems appear : )

I was afraid this was the case... but I'm glad someone finally gave it to me straight. Looks like I need to go back to blender to keep doing my kind of projects then. Such a shame :/
Thank you for taking your time to explain this!
 
You can experiment with giantess stuffs, I'm not saying that it's strictly impossible, I'm simply warning on the fact that you have way less wiggle room than a standard scene... and you probably will have some bugs and results that will constrain you into less creative animations/interactions.

But it's kind of doable, some scenes exists around, you can check them out, it's a good way to learn.
 
I think also all the main joints of the atom needs to be used so turn on knees and elbow joints if they are set to comply. This also helps prevent the jiggling joints because you have better placement control of those joints. Last, some of the custom morphs used can affect the colliders and mostly you have no idea which works and which don't until your animating or posing.
 
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