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Physics Attachment Engine

Plugins + Scripts Physics Attachment Engine

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Do you mean that? You want to attach also the nipple? So it cant wobble around, because the finger is blocking the movement?
Person2 is the blonde. The Plugin is loaded in the Dark Haired Atom.
View attachment 552094

Edit:
i think you can it only do with workarounds. What is your workaround?
i think stoppers attach to vertex plugin, and with some invisible object attached to the nipple (it works with the plugin) then attach it somehow to the thumbs or the hand and not to the hand controller.
Your video example is actually exactly the kind of effect I was looking for, thank you for your help I will make sure to use this work around in the future - it is far better than what I was doing!
 
Kimowal updated Physics Attachment Engine with a new update entry:

2.3

PhysicsAttachmentEngine v2.3 - Features​


Modular Grab Points:

  • Define any controller or Empty atom as a grab point
  • Default: Left Hand, Right Hand, Mouth (on Person atoms)
  • Add custom grab points for holsters, weapon mounts, etc.
  • Per-point detection radius and target filter
Timeline Triggers:

  • GrabPoint1_Attach/Detach/Toggle through GrabPoint8_...
  • LeftHand_Attach/Detach, RightHand_Attach/Detach, Mouth_Attach/Detach...

Read the rest of this update entry...
 
I don't fully understand this. Would this work with XPS model that gets imported in VAM (to be used like person Atom)?

 
Hi! I've tried the new features we discussed from 2.3 and I think that you seemed to have lost focus in the core functionality of your plugin, feeling like it lost its simplicity, the dynamic attachments are mixed along with the original contents and the UI ended up cluttered and less intuitive.
I can suggest providing two tabs, one for standard behavior and a second tab for dynamic attachments and actions, right now I'm not sure what to think about there's too many buttons spread around and I'm not sure which one is the actual button for grabbing, I assume that I must first have the attachment point selected to later trigger it from a button (can they be triggered through the timeline? If so, how?)

So far I haven't tested anything else, that's all I had to say! :)
 
Hi! I've tried the new features we discussed from 2.3 and I think that you seemed to have lost focus in the core functionality of your plugin, feeling like it lost its simplicity, the dynamic attachments are mixed along with the original contents and the UI ended up cluttered and less intuitive.
I can suggest providing two tabs, one for standard behavior and a second tab for dynamic attachments and actions, right now I'm not sure what to think about there's too many buttons spread around and I'm not sure which one is the actual button for grabbing, I assume that I must first have the attachment point selected to later trigger it from a button (can they be triggered through the timeline? If so, how?)

So far I haven't tested anything else, that's all I had to say! :)
Hey Fivel, yes physics attachment engine truly has expanded , like other plugins ive made, but same principal is going for this : its not a finished product and the final product might/might not have alle futures it has now. Right now its way to confusing so im gonna have a look at it, what do we actually need for it and how to keep it simple. so here is some pictures of how it looks at the moment :
1770134192237.png
1770134228700.png
,

Before any new release though i`m having a look at som elements i`m thinking of changing.
 
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I don't fully understand this. Would this work with XPS model that gets imported in VAM (to be used like person Atom)?

Hey, i really have not tried so i cant tell you.
 
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