[blender addon] vam_clothing_generator

Plugins + Scripts [blender addon] vam_clothing_generator

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Feb 24, 2026
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shyuecc submitted a new resource:

[blender addon] vam_clothing_generator - Clothing and hairstyle export plugin for Blender

What this plugin does:
Exports clothing and hairstyles from Blender to VaM.
Requirements:
Blender 4.2+
Why I created this plugin:
1. To streamline the clothing creation workflow.
2. Designing hairstyles and creating clothing within the game is inconvenient and lacks support for certain specific requirements—such as high-heel soles, helmets, or other rigid objects that require masking weight influences from other body parts, as well as other features needing custom...

Read more about this resource...
 
Looks great and promising but there are a lot of questions hehe.

1.- The scalp object has to be a vam one or can i just create my own scalp object inside blender?
2.- if i can create the scalp, does it have to have a specific number of vertices, or a specific distance from the genesis2 figure?
3.- if the scalp has to be from vam, how do i get it exactly as vam´s one?
4.- the dev utils section, what does it do?
5.- can i use mirror when editing the particles or does it screw the id´s or something?
6.- can i use blender´s hair dynamics and collision to pose it?

I did a fast try with it in blender. Created my own "scalp" object with an outside surface shrinwrap of 0.0002 distance, set the number of particles to the vertex number, disabled random, set the vertex group, posed it with simmetry enabled, but when i hit "calc" the addon says:
Screenshot 2026-08-13 122459.jpg


Any help or clarifications apreciated :)
 
This looks incredibly useful, but I get the same error when trying to export a clothing from Blender 5.0.
Python: TypeError: VAM_OT_SKINWRAPCALC.__init__() takes 1 positional argument but 2 were given

EDIT: It works with Blender 4.2, but not with 5.0. Is there any chance you can make it work with more recent versions?
 
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This looks amazing! Great work!

Down the line, it would be cool if there was a way to bring hair from VAM back into blender too!
 
I extract the thing first, my fault and it work now when install in .zip thank.
 
Hello, I'd like to use a custom scalp. I was wondering, would that be very difficult?
 
From what I test, three issues:

1.This may not support a custom sculpt figure, it pops up error message: 'BVH" is none', so I cannot test further for clothing to wrap to morphed verts. So wonder how whether this plugin support clothing on morphed figure and how to do that?
2. Clothing items will not appear in vam verson 1.22.0.13 or 1.22.0.07 even clothing files are successfully generated,I think it only works for 1.22.0.03. Hope this can support newest vam version.
3. Does not suport blender 4.5 or blender 5.0. Hope future update can support.
1786938995398.png
 
From what I test, three issues:

1.This may not support a custom sculpt figure, it pops up error message: 'BVH" is none', so I cannot test further for clothing to wrap to morphed verts. So wonder how whether this plugin support clothing on morphed figure and how to do that?
2. Clothing items will not appear in vam verson 1.22.0.13 or 1.22.0.07 even clothing files are successfully generated,I think it only works for 1.22.0.03. Hope this can support newest vam version.
3. Does not suport blender 4.5 or blender 5.0. Hope future update can support.
View attachment 615389
You have to untick "Use Vertex Group" in the first panel unless you want the cloth being wrapped to only a group of vertices. Not sure how this works though (name of the group relevant?) or why the default is "on". If I leave it on it says BVH is None too, even with default Gen2Base.
But the item is all messed up in VAM 1.22.0.13 anyway. This is what it should look and what I get. And it's the same with more tight fitting clothes as well.
1786952674258.png
1786952723964.png
 
Looks great and promising but there are a lot of questions hehe.

1.- The scalp object has to be a vam one or can i just create my own scalp object inside blender?
2.- if i can create the scalp, does it have to have a specific number of vertices, or a specific distance from the genesis2 figure?
3.- if the scalp has to be from vam, how do i get it exactly as vam´s one?
4.- the dev utils section, what does it do?
5.- can i use mirror when editing the particles or does it screw the id´s or something?
6.- can i use blender´s hair dynamics and collision to pose it?

I did a fast try with it in blender. Created my own "scalp" object with an outside surface shrinwrap of 0.0002 distance, set the number of particles to the vertex number, disabled random, set the vertex group, posed it with simmetry enabled, but when i hit "calc" the addon says:
View attachment 614192

Any help or clarifications apreciated :)
Apologies—I didn't notice your questions earlier because I don't receive email notifications for replies in this discussion. Here are the answers:
1. Yes, you must use the built-in VAM scalp; you cannot use a custom-created one.
2. No, you cannot use your own scalp to generate hair; at least, the current version does not support this.
3. I have provided the "KrayonScalp" mesh in the `blender_template` file included in the attachment; other types of scalps require special plugins to obtain.
4. The development tools are functions I wrote to verify the VAM base body model; average users can essentially ignore them.
5. You cannot use the mirroring function to create hairstyles because it affects the order of the scalp vertices, and VAM has strict requirements regarding vertex order.
6. You can certainly use dynamics and collision to build your hairstyle, provided the final hair weights are set correctly.
 
You have to untick "Use Vertex Group" in the first panel unless you want the cloth being wrapped to only a group of vertices. Not sure how this works though (name of the group relevant?) or why the default is "on". If I leave it on it says BVH is None too, even with default Gen2Base.
But the item is all messed up in VAM 1.22.0.13 anyway. This is what it should look and what I get. And it's the same with more tight fitting clothes as well.View attachment 615462View attachment 615463
This result appears to be caused by not using a model with the correct character; please load the correct character using "Load Atom". For soft-fabric clothing, do not enable the vertex group function; this feature is intended only for rigid items like helmets or high heels. Enabling it constrains the clothing to a minimal number of triangular faces, thereby reducing deformation caused by the influence of other vertices. Additionally, there is a specific naming requirement: the vertex group must be named "anchor".
 
Have you gotten to try northern.shikima's hair exporter with your plugin? As in, you export hair with shikima's plug-in. Put it into blender. Then try to export that back into the VAM files with yours?
I have looked into that plugin, but unfortunately, my plugin is incompatible with his workflow; mine requires a strict one-to-one correspondence between scalp vertices and generated hair strands, whereas the hairstyles exported by his plugin have disrupted that alignment.
 
This result appears to be caused by not using a model with the correct character; please load the correct character using "Load Atom". For soft-fabric clothing, do not enable the vertex group function; this feature is intended only for rigid items like helmets or high heels. Enabling it constrains the clothing to a minimal number of triangular faces, thereby reducing deformation caused by the influence of other vertices. Additionally, there is a specific naming requirement: the vertex group must be named "anchor".
Thanks for your answer. Sadly, it looks the same with the default model in VAM 1.22.0.13. And yes, I used the base Gen2F in blender and "Use Vertex Group" was toggled off, as you can see in my previous screenshot. I repeated the whole workflow multiple times and the result was always the same.
1789810667184.png
 
Is it possible to convert curves into particle hair and bind them to the scalp?
View attachment 624564
This plugin supports converting curves into hairstyles, but it requires manually aligning vertices to the scalp—a tedious process when dealing with thousands of strands. Therefore, I will be adding an auto-alignment feature in the next update; please stay tuned.
 
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Thanks for your answer. Sadly, it looks the same with the default model in VAM 1.22.0.13. And yes, I used the base Gen2F in blender and "Use Vertex Group" was toggled off, as you can see in my previous screenshot. I repeated the whole workflow multiple times and the result was always the same.
View attachment 624567
Could you send me your Blender project file? It might be easier to troubleshoot the issue on my computer.
 
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