VaM 1.x Creators, Patreon and Embody thoughts....

Threads regarding the original VaM 1.x

Spills

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As someone who has had Vam for a few years at this point and has throughout that time at least tried many different creators scenes I wanted to leave a few thoughts and suggestions on what, FOR ME, makes or breaks sce enjoyment and what I look for that causes me trying a scene then subbing to a creators Patreon.
I see every once in a while Creators asking for input etc so I figured it is easier to do that through the forum so anyone who cares can see.
While I don't create scenes myself because honestly, I simply don't have the patience I have become pretty comfortable removing plug-ins, adding plug-ins to scenes and many scenes I just throw in a presaved list onto the atoms etc.

Getting to the point.....Personally when in Vam I always have Embody on the Male atom and full control meaning head, hands etc and always through VR. PAssenger too me isn't very useful and I find the former far more immersive.
I have seen a fair amount of creators who are really inventive and make scenes with fantastic themes, stories, and far less that can nail lighting but a few do for realism.....
With the above its great and helps but even if all those are at an A+ tier level I drop the scene etc and simply don't look back i using Embody with hand control and attempting to manipulate the other atom in the scene is frustrating.
What I mean by that is some scenes I can grab the hips and move them, the head, the arms, legs etc without too much fuss or finding out the entire animation and the different limbs etc are locked down, immovable or set up so any real manipulation just causes constant explosions of the atom.
To give more detail I will give examples of a couple creators that I find sIMPLE and enjoyable to create movement inside the scenes that works well.
The first that comes t mind is SlamT. He actually has embody set up already exactly how I personally like it. And grabbing different limbs etc during animations is pretty painless and each can be manipulated without worrying about explosions etc for the most part.
To a lesser degree, but certainly works pretty well would be scenes by LDR and Ispinox (Ispinox has some of the best lighting in his scenes, need to get better at it, personally I would model what he does as a creator i I was learning)
So if you are having trouble understanding what I mean those creators and the manipulation that a user can do inside them is what I am trying to get at.
All three take additional plug-ins well in their scenes also like Cheesy Legs movement plugin etc

I don't know if this helps anyone but I figure it can't hurt none. I know there are probably lots of people creating on the program and who would love to do that full time if they could make enough $$, So I thought I would tell what makes me open my wallet.
And obviously I am just one person and others may like a different set up but I am sure there are plenty who likely share my frustration when they see a well made, great atmosphere scene only to be disappointed when actually attempting to be part of that scene......
Just my 2 cents and regardless, I appreciate all the creators and what they do.....I'm hoping perhaps one or two might actually try the above examples and ask...."HW CAN I make this the best user experience in VR first and foremost.....too me that is the most important and I would assume most users would agree with that......
 
You're asking for something that is pretty much impossible from a "stability" perspective. VR with heavy interaction with characters is always gonna make animations derail, break or explode. It can work sometimes, but that's just sheer luck in general with generally basic poses.

On my end, it's "VR first + guaranteed compatibility with desktop", but I'm making poses/story/scripting to my tastes. I will not for instance, limit my approach on animations just to ensure some people could move a limb or two. And POV is way too finicky and bound to break an animation most of the time, that it hasn't been my focus since a long long time.

HW CAN I make this the best user experience in VR first and foremost.....too me that is the most important and I would assume most users would agree with that

Nope. It's not because you like VR that the average crowd has the same gear or needs. I did several polls since VAM exists, everytime, it was at best 50/50 VR, and generally ended up slightly in favour of desktop. Even tho VAM is VR first game, the amount of player actually owning VR is still very limited.

So no, only probably 1 player out of 2 would agree with you :p
 
It would be great if they worked well in both cases. But in reality, scenes well-adapted for VR often look lackluster on desktop, and vice versa. Although I would like to see scenes well-adapted for VR interaction as well.
 
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