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Orifice Dynamics

Plugins + Scripts Orifice Dynamics

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Thanks for your continued effort and quality updates. This plugin, and also your Dynamic Limbs show how much can be done with procedural animation. This is very impressive!
On that note, BodyLanguage is also a strong contender in this area and I love to combine @CheesyFX Plugins with yours for some super dynamic scenes.

I noticed however, that the "Deep Penetration" feature breaks BodyLanguage (it can no longer detect penetration, probably due to the removal of some default colliders).
It would be great i you find a way to make it compatible with BL. Disabling "Deep Penetration" solves the issue as far as I can tell.

As a workaround to still achieve "Deep" penetration, I found a way with @boris47 DeeperPlugin. I currently run the DeeperPlugin script alongside for the "deep penetration" feature, and disable most other modules of it so it does not interfere with Orifice Dynamics.
It works for the most part. Maybe you find some hints in Boris code how to make it compatible. I'm not sure if @CheesyFX could solve this from his side, it seems he refactored himself into an abyss a while back and is stuck now :D

Anyway, thank you again and sorry for the sneaky feature request.
 
Thanks for your continued effort and quality updates. This plugin, and also your Dynamic Limbs show how much can be done with procedural animation. This is very impressive!
On that note, BodyLanguage is also a strong contender in this area and I love to combine @CheesyFX Plugins with yours for some super dynamic scenes.

I noticed however, that the "Deep Penetration" feature breaks BodyLanguage (it can no longer detect penetration, probably due to the removal of some default colliders).
It would be great i you find a way to make it compatible with BL. Disabling "Deep Penetration" solves the issue as far as I can tell.

As a workaround to still achieve "Deep" penetration, I found a way with @boris47 DeeperPlugin. I currently run the DeeperPlugin script alongside for the "deep penetration" feature, and disable most other modules of it so it does not interfere with Orifice Dynamics.
It works for the most part. Maybe you find some hints in Boris code how to make it compatible. I'm not sure if @CheesyFX could solve this from his side, it seems he refactored himself into an abyss a while back and is stuck now :D

Anyway, thank you again and sorry for the sneaky feature request.
thanks and np, i think that's because BL expects collision triggers in some genital colliders and deep penetration sends some commands to those to be ignored rather than disabled in some senarios like: if penetrator is in anus then ignore vagina colliders to prevent opening it as well... etc. i might have to sacrifice some functionalities for it to work with it i guess, a toggle that can make the plugin to leave alone those colliders will be best suited for the best of both worlds
 
@Pown The refactoring isn't exactly the problem. It's the issues that need to be resolved by adding new features like automated pose transitions. Aside from other things, it's not an easy task to blend 2 arbitrary poses and take care of any penetrations that are supposed to happen or end. But I just got a break-through I think :)

@Skynet I don't use any native vam triggers. The anus and vag triggers are parented to the pelvis and the mouth one to the head. While initializing I use the lip and vag triggers for positioning tho. Also, the penis colliders have to be fully enabled.
 
Yop Skynet!

Wonderful plugin.
For the record, there's a log spamming in Unity's log which kills the framerate :

!> Exception InvalidOperationException: out of sync System.Collections.Generic.Dictionary`2+Enumerator[Atom,System.Int32].VerifyState ()
System.Collections.Generic.Dictionary`2+Enumerator[Atom,System.Int32].MoveNext ()
Skynet.OrificeDynamics.UpdateOrificeEntryTrackingForOrifice (System.Collections.Generic.Dictionary`2 frameCounters, System.Collections.Generic.HashSet`1 refreshedAtoms, System.String orificeName)
Skynet.OrificeDynamics.UpdateOrificeEntryTracking ()
Skynet.OrificeDynamics.Update ()

This does not appear without dev tools, but since I always have dev tools enabled for my plugins, here you go :p
As soon as you disable Acid's dev tools, the framerate is somewhat better, but this means there's exception still firing off in the background for some reason.
 
Weird, I started a scene from scratch I don't get the error spam.
I've tested 6 different scenes, all of them trigger the spam.

All scenes generally have on the character : Timeline, Naturalis or TittyMagic, eventually a gaze, male can have divining rod. By adding them in a new scene, I can't reproduce it, that is very weird.
 
Ok so, reproduced, you don't need any other plugin. The error does not trigger with no interaction. As soon as you have a penetration male/female, the spam occurs.
( All scenes I loaded are in an already animated/penetrated state, so this adds up )
 
@Skynet I don't use any native vam triggers. The anus and vag triggers are parented to the pelvis and the mouth one to the head. While initializing I use the lip and vag triggers for positioning tho. Also, the penis colliders have to be fully enabled.
ah i see, if they're parented with hierarchy parenting the plugin will traverse and affect them also so this might be what's causing it to break BL. i'll debug what exactly is happening once i have some spare time for sure.

btw i don't directly turn off colliders i instead use ''Physics.IgnoreCollision'' call to leave collision functioning normally with other stuff or plugins, weird that it is causing problems.
 
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Ok so, reproduced, you don't need any other plugin. The error does not trigger with no interaction. As soon as you have a penetration male/female, the spam occurs.
( All scenes I loaded are in an already animated/penetrated state, so this adds up )
nice find! i would've never realized this was happening otherwise lol. i'll debug why that is and fix for the next update 👍🏼
 
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