Rails

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Allows constraining the position of either body parts or controllers to a 3D curve.

Functions simiarly to my Controlled BJ plugin, but can be extended for other scenarios.

Disclaimer: Still a WIP but I wanted to get a version out to support one of @VamTimbo 's new mocaps.

Usage
  1. Create an Animation Pattern
    1. Add Atom -> Animation
  2. Add a few animation steps
    1. These can be parented to other objects in the scene if needed.
  3. Add Plugin to Model
  4. Select Animation Pattern
  5. Select desired controller
  6. Two modes of operation:
    1. Link Controller: Links the controller to the pattern. You'll no longer be able to move it, but it should adjust based on physics
    2. Link Body Part: Links the selected bodypart to the pattern. Its position will be determined based on the position of the controller.


It can take some work to set up, but once everything's in place you can get some very stable movement.



Author
Stopper
Downloads
10,680
Views
10,680
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Packages
1
Version
2
First release
Last update
Rating
5.00 star(s) 5 ratings

More resources from Stopper

Latest updates

  1. Controller linking. Rotation control. Various fixes

    Can now choose to either link the body or the controller. Linking the body means that the...

Latest reviews

As Case mentioned in their review, this creates amazing animation possibilities and even better it can provide interactivity!
I gotta put some time into this one and experiment with animating animation pattern steps and combining it with rails. Could make for some amazing controllable animation. This opens the door to a more acurate representation of SuperDeepthroats controls in VAM.
I wish there was a plugin that lets me input any body part of a person atom and reference a controller it should move when dragged with the mouse. Or a plugin that moves controllers when dragging with the mouse over the screen no matter where you click.
Stuff like that with your plugin could really make for fun controls!
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Trop bien <3 <3 <3 <3
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The speed in which you slam out all these insane plugins is unreal. Thank you for your amazing work - again!
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Pairing a parented Animation atom with aligners made it easier to avoid pop-out and pop-through colliders when the target changes angles (used two instances of this plugin, one on the male penistip and penismid controllers while using AutoGenThruster plugin to control penisbase - Worked pretty well).

Very usable already in the initial release, some small quirks but not hard to get around. This is almost guaranteed to be my favorite plugin in the last couple of months - An auto-detect/align for the animation controller to colliders or triggers would make it even more user friendly, but I'm just dreaming at this point.
S
Stopper
Someday I hope to release a session plugin that auto-links all relevant bodyparts with curves that apply based on proximity. Will take some iteration though.
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The possibilities of VaM-animation workflow just exploded ... Jeeze! I've been wanting smth like this for ages - I didn't even know it was possible!

Possible refinements:
* Compute local tangent/normal/binormal (possibly have to use some trickery for that, since Beziercurves tend to do non-sensical rotations around the local tangent), and snap orientation of the respective node to tangent/normal - or modify animationtrack, such that the orientation is recorded wrt. the local tangent/normal. That would allow reusing the same animation for different curves.

* Snapping of curves to curves - or "Train On Rails". Imagine snapping not just ONE controlnode to a 3D curve, but THREE - in such a way that their on-curve-distance (arclength) stays constant. Imagine now that those three nodes are the three AnimationSteps of another AnimationPattern (Pattern#2).

Now imagine snapping the three penis-controlnodes (or their angle-drive targets) to that second animationpattern - the peen would follow a 3D curve.

Now imagine Parenting the AnimationSteps of the 1st AnimationPattern to the four Vagina-Colliders ...

And now you have automatic guided male-giver penetration - Not just DiviningRod, but "DiviningCurve" ...

* Snapping of curves to surfaces ...
S
Stopper
Aligning angle is in the plan. Getting the tangent to the curve is easy, and the normal would be defined by the orientation of the control nodes.

You should already be able to link multiple nodes to one curve, but you'd need multiple instances of the plugin (and it's currently glitchy). The second video gives a simple example of auto-tracking penetration, and I'm hoping it get a lot better in the next few iterations.
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