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A plugin that varies the gloss value of your character based on its current activeness (movement, or to be more precise, acceleration) and other factors. The more and longer you move, the faster the sweat builds up. If you idle again, it decreases. This is just a simple breakdown. See the plugin-UI for detailed info. It has all relevant parameters exposed in the UI and you can save and load presets, too.
This is just a small spinoff of my much much larger project in development. It will have this feature among many others built in. I thought this would possibly be interesting as a standalone thing and i want to give this community something in return for the great content you provided.
Plus i don't know if a have to garbage collect my main project at the end because meshedVR was faster with VAM2.X, hehe.
The effect of the plugin may not be visible at first, depending on your animation. Since i prefer more intense action and i like to watch the scene evolve, the default values are rather conservative. This means the gloss will be low at first and is only starting to increase, if your character is actually moving a lot and fast, over an extended period of time. Because of its mass, the hip area has the most effect. Im not sure btw., if morphs alter the mass of specific rigidbodies.
Here is a quick guide to get your desired results:
Besides fixing a compile error in the last update I enhanced the UI to expose all internal variables to your inspection. This way you can see for yourself what's going on and adjust the parameters to your liking. Nonetheless, here are some problematic usecases i can imagine.
A plugin that varies the gloss value of your character based on its current activeness (movement, or to be more precise, acceleration) and other factors. The more and longer you move, the faster the sweat builds up. If you idle again, it decreases. This is just a simple breakdown. See the plugin-UI for detailed info. It has all relevant parameters exposed in the UI and you can save and load presets, too.
This is just a small spinoff of my much much larger project in development. It will have this feature among many others built in. I thought this would possibly be interesting as a standalone thing and i want to give this community something in return for the great content you provided.
Plus i don't know if a have to garbage collect my main project at the end because meshedVR was faster with VAM2.X, hehe.
The effect of the plugin may not be visible at first, depending on your animation. Since i prefer more intense action and i like to watch the scene evolve, the default values are rather conservative. This means the gloss will be low at first and is only starting to increase, if your character is actually moving a lot and fast, over an extended period of time. Because of its mass, the hip area has the most effect. Im not sure btw., if morphs alter the mass of specific rigidbodies.
Here is a quick guide to get your desired results:
Besides fixing a compile error in the last update I enhanced the UI to expose all internal variables to your inspection. This way you can see for yourself what's going on and adjust the parameters to your liking. Nonetheless, here are some problematic usecases i can imagine.
- You think your animation should yield more gloss from the start: Decrease the thresholds at minGloss and /or maxGloss, so your current activeness is worth more. Or increase minGloss itself. The latter won't give you a higher positive rate of change in gloss but a lower negative one, if the activeness happens to fall below the threshold, resutling in a higher mean value.
- You don't want to sit and watch forever, while your character is riding like a wild mare. The scene should evolve more quickly: increase 'Exhaustion effectiveness'. You can watch the current growth rate lowering while you move the slider. The effct is stronger, the more exhausted she (or he) is.
- Gloss isn't increasing (and decreasing) fast enough for your tastes: increase 'Base change rate'. Be aware, that this can lead to a rather fluctuative and unrealistic behaviour, depending on the (in)consistency of your animation.
- You want your character to be a bit oily or well covered in lotion: increase minGloss.
- The wind is blowing heavily in your autumn scene: decrease maxGloss or better, increase the thresholds.
- I could go on forever, imagining sweaty girls in different situations, but I'll stop here.