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Skin Vertex Link

Plugins + Scripts Skin Vertex Link

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Skynet

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Skynet submitted a new resource:

Skin Vertex Link - Parent CUAs to skin vertices with almost no performance loss

-- How to use?
- Load on female person atom as a plugin.
- Alternatively, can be loaded as a clothing plugin with @Stopper clothing plugin manager.

-- What Does This Plugin Do?
- Parents CUAs to skin vertices with no frame lag with virtually no performance cost (0.15ms of frame time per plugin instance)

-- Main Features:
- Mouse vertex selection...

Read more about this resource...
 
If it's a breast chain with a skeleton, how effective would it be when tied to the nipple?
 
Atom plugin. Atom scaling issue.

001.jpg
 
Atom plugin. Atom scaling issue.
hmm very odd, probably unfixable but i'll look into it in the future

Edit: found a quick workaround, Use Built-In "Body Scale" morph instead of physical scaling.
 
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When using morph scaling heavily, body colliders sometimes stop resizing, forcing global scaling. Your plugins are excellent and indispensable. This plugin, unlike "attach to vertex," has an asset scaling function, which is crucial for assets with physics and bones. I really hope this plugin will continue to evolve.
 
When using morph scaling heavily, body colliders sometimes stop resizing, forcing global scaling. Your plugins are excellent and indispensable. This plugin, unlike "attach to vertex," has an asset scaling function, which is crucial for assets with physics and bones. I really hope this plugin will continue to evolve.
yeah that's a problem with morphs too, why i said it is unfixable is because i am using internal vertex data that MeshedVR has made for auto follow morph colliders and not by getting the vertex data from GPU, but there might be a few tricks to remediate it.. i'll have to do some tests first
 
Very cool, another priceless plugin!
Do you think it would be possible to somehow link actual atoms to skin vertexes?
I've been trying for a while to find a way to link an atom (for example a Sphere) specifically to a Person's pupil, and this is really close.


edit: nevermind, i just realized i can use Stopper's attach to vertex plugin for that use case.
 
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Awesome! Everything works great so far. Even the preset plugin loads assets with all settings and scaling.
I have a question: What are the performance differences between this plugin and attach to vertex?
 
Awesome! Everything works great so far. Even the preset plugin loads assets with all settings and scaling.
I have a question: What are the performance differences between this plugin and attach to vertex?
The main difference is that this one uses what MeshedVR uses to feed vertex data to morph following colliders instead of requesting all vertices data again from the GPU which has a delay (1.5ms to 2.5ms). This one has a slight delay aswell (0.15ms) but MeshedVR did a great job of optimizing it for auto colliders so only vertices that are actually in use will cost performance. The same thing that makes colliders follow morphs is used to parent CUAs instead of colliders simply put.
 
This looks awesome, and I am correct in assuming it is a straight upgrade from CUA clothing?
For example is this the same functionally as qdaro's piercings that attach to nipple vertices etc. (qdaro's custom CUA clothing plugin) or is it better performing?
 
This looks awesome, and I am correct in assuming it is a straight upgrade from CUA clothing?
For example is this the same functionally as qdaro's piercings that attach to nipple vertices etc. (qdaro's custom CUA clothing plugin) or is it better performing?
This only does a small part from the full thing (CUAClothing), just vertex skin parenting without clothing, hair or bone parenting 👍🏼 and yup it is better in terms of fps cost
 
This only does a small part from the full thing (CUAClothing), just vertex skin parenting without clothing, hair or bone parenting 👍🏼
hmm i don't use VR so i never get to test stuff in there, for now you can use it in desktop mode
 
I have a problem when i turned the collision on, saved the scene and want to load it again. The CUA is a phone in the hand of a male atom. During loading it starts inside the neck and the collision conflict destroys the scene :D I could save my scene with setting the collision to false inside the json scene file.

Is it a mistake to save with collision on? I could use the trigger for that to turn it on after loading.

PS: After some tests it seems like the selected vertex or the parenting got lost, so the phone started inside the neck. Is this a mistake on my side or how could i avoid this?

PPS: I think i found the cause: the keybindings. :) I have set up lots of bindings for use with other plugins like timeline. You have set the same keybindings for your plugin. I guess i just parented it to another place by accident. Just noticed it because suddenly i saw all vertices, because that shortcut is also my shortcut for navigating keyframes within timeline. Perhaps an integration with AB's keybindings plugin would be good idea or changeable bindings?

Also it would be great if you could set the offset through rotating and moving globally. Currently it is very difficult to get the object to the right place.



 
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PPS: I think i found the cause: the keybindings. :) I have set up lots of bindings for use with other plugins like timeline. You have set the same keybindings for your plugin. I guess i just parented it to another place by accident. Just noticed it because suddenly i saw all vertices, because that shortcut is also my shortcut for navigating keyframes within timeline. Perhaps an integration with AB's keybindings plugin would be good idea or changeable bindings?

Also it would be great if you could set the offset through rotating and moving globally. Currently it is very difficult to get the object to the right place.
i can add a toggle to enable/ disable shortcuts to avoid this, as for integrating it with keybindings i don't know yet how to do that. by the way you can alternatively move the CUA asset in the scene with the controller handle and it will update the offsets in the plugin so you can move things precisely. thanks for the feedback i'll for sure consider these things for later updates
 
i can add a toggle to enable/ disable shortcuts to avoid this, as for integrating it with keybindings i don't know yet how to do that. by the way you can alternatively move the CUA asset in the scene with the controller handle and it will update the offsets in the plugin so you can move things precisely. thanks for the feedback i'll for sure consider these things for later updates
Oh, that is really great to know @ offset values updating, thanks for the info.
 
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