• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.

All applied through clothing items.

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  • Parts list
    • Skull [CUA]
      • no teeth, uses the person's
      • has blendshapes
        • mainly to adjust to the teeth position
    • Jaw [CUA]
      • no teeth, uses the person's
      • has blendshapes
        • mainly to adjust to the teeth position
      • tracks the jaw of the person
    • Spine
    • Collarbones
    • Scapula
      • uses a proxy clothing item to prevent excessive deforms
    • Ribcage [CUA]
      • has blendshapes
        • breathing, size, shape
    • Pelvis [CUA]
      • has blendshapes
        • size, shape
    • Arms
    • Forearms
    • Hands
    • Femurs
    • Shins
    • Feet

For full utilization apply these additional plugins on the spawned CUAs:
https://hub.virtamate.com/resources/customunityasset-blendshapes-controller.17494/Needed to access blendshapes.
https://hub.virtamate.com/resources/unityassetvamifier.478/Fixes the shading/lighting of the CUAs to match the non-CUA parts.

If you can't get the shape right for your look with the CUAs, let me know in discussions. I need some better examples of what blendshapes to provide.

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Creator Support Link
sanik.pdo
S Stopper
S Stopper
Skynet Skynet
S Stopper
HAL9001 HAL9001
T TRSD
NoStage3 NoStage3

Latest updates

  1. Collarbones, shoulder blades, demo scene

    Ended up refining it a bit afterall. New additions: Collarbones, clothing wrap. Scapula...
  2. Complete redo with new clothing plugins.

    New skeleton port. With hands and feet for the first time. And now making use of clothing...
  3. Minor addition

    Just a small preparation for an upcoming update to my scene. Added length blendshape to femurs

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