Demo of the timeline clips. The main movement (shaking tits) is done by circle & cycle forces. Try to focus on the chest controller to see the timeline clips in action.
- Improved @Acid Bubbles timeline support
- You can assign a clip to each pose and cam. Stop / Play is handled automatically. No need to set up triggers.
- Timeline is automatically locked while applying a pose to prevent overriding keyframes.
- Important for cam clips: Set "Preserve loops / length" in timeline to false. This is needed to get smooth transitions on cam changes. If you don't, the currently played clip will continue.
- Opening the VAM "Top Menu"
hides the pose buttons and aborts any cam transitions running.
- Movements always getting restored on the containing person instead of the one you selected.
- Dynamic Stim Regression getting set to 0 under certain conditions.
Now you can add circular (or elliptical) movements to the poses.
Explanations (please read!)
- Excentricity:
Ranges from -1 to 1 & measures how elliptical the movement is. Zero means circular. If it's greater than 0 the circle is squished in one direction, if it's lower than 0 the circle is squshed in the other direction. +-1 lead to to a linear movement (flattened circle).- Direction:
- "Speed" can be set to a negative value, leading to a rotation in the other direction.
- By default the the direction of the rotation is flipped randomly to make things interesting. If you don't want that go to the "Speed" tab and set "Flip Chance" to zero.
You can combine circular and cycling forces within the same movement component. Pretend there's a scy fi computer panel
- Caresses lingering around if you stored the scene with some slap components being disabled.
- Level navigation buttons on the world button panel being broken on load.
Now you can add a Movement component to any pose. This allows you to create periodical dance or twerk moves that are automatically played with the pose. It provides an alternative way to create customized idle movements as well as spicing up your sex poses.
Definition:
This is the UI item represeting the component (PoseMe/Movement > Add Misc Movement):
- A Movement is a set of 3 forces and 3 torques acting on a rigidbody (body region)
- It has a target person and a target rigidbody (yes, you can also make the male dance)
- The forces and torques are periodical by default but can be set to constant (useful for idles and other things to come)
- Each of them is highly configurable in the same way as the known thrust forces, with lots of randomization options
- The Movement is part of the pose. So whenever you share this pose the user will also have the movements working (same as with slaps, thrusting etc.)
Use the toggle to temporarily disable the movement. If you want to get rid of it use the red "X".
The big button displaying the name and region brings you to the configuration:
With "Transform Space" you can select whether the forces act in the local space of the rigidbody or the space defined by the Root Controller of the atom. For "Local" please observe the debug coordinate frame drawn on the model to know how it is aligned. "Root Controller" is generally more stable, but if you adjust the pose through the other controllers the forces may be off (e.g. turning her to the left with fixed root).
But huh, nothing happens, despite you've come that far! Why is that?
By default, all aforementioned forces are disabled. Please press "Configure Forces":
For each of the six forces in the top bar you get settings like these. You probably know them already. It's the same as the thrust forces in FMU, but they act in a fixed direction.
To get one started, increase the Amplitude Mean or Delta. The button will get a green frame, indicating that the force is active. In my example I have a force in Y, and torques in X, Y and Z. This creates the following movement (sound recommended):
Settings for this example (non defaults only). Keep in mind that the outcome depends on the pose:
Other examples: Each pose has it's own movements
- ForceY:
- Amplitude Mean 60, Delta 50
- Period Mean 0.5, Delta 0.05
- TorqueX;
- Amp Mean 30, Delta 10
- Period Mean 0.5, Delta 0.05
- TorqueY:
- Amp Mean 20, Delta 10
- Period Mean 0.5, Delta 0.05
- TorqueZ:
- Amp Mean 40, Delta 20
- Period Mean 1.0, Delta 0.05
The feature set of this addition is not yet completed. But I thought it would be good to release this anyway to give you guys some time to get accommodated. Plus this gives you a nice playground to learn something about customizing thrust forces as well, as the settings are really the same. The only difference being that the thrust direction is automatically calculated.
Things to come:
- Elliptical movements for waxing cars etc
- Sychronize specific forces
VR navigation: You no longer have to keep the UI open to see the HUD pose buttons.
Fixes:
- If you close the UI the HUD panel will stay right where it is, now being a static 3D object.
- If you open the UI again the panel will be reattached and move with it.
- Use this to quickly reposition the button panel.
- This behavior can be toggled in PoseMe/Input > select HUD canvas
The panel position is off in the vidoe because this was recorded in desktop mode. In VR the panel will be exactly where it was in 3D while closing the UI.
- Gaze breaking if ahegao head is disabled.
- Error after adding a custom object target to the gaze system.
I try to give you more frequent updates in the future, not postponing small fixes and improvements till the next big update is ready. Please make sure to use my plugin suite to silently update your scenes.
- Removed a debug print statement.
- Improved the dynamic gaze strength algorithm when applying poses and when manually changing the values. Now you can adjust them while the BJ is already happening and directly see the results. Previously you had to go in and out to refresh.
- Added a pelvis gaze target for male and females, mainly to give her something to look at during BJ. This alone will decrease the likelyhood of her breaking the animation, because she won't constantly try to look at you. It yields more overall variety as well.
- Improved coom-gaze: I didn't mention this before but it was already there. As soon as someone cums everyone will look at it (dildo or penis). Now, if multiple actors cum at the same time (e.g. Q), a random one is selected. Previously it was always the same, depending on the load order of things. This feature now also takes the interest setting into account (interests of 0 are excluded). This may have been the issue for people experiencing a locked dildo target during penetration.
- Changed some internals making the males and dildos last a bit longer.
CheesyPluginSuite - Plugins -
This session plugin lets you auto download, auto update and add any of my plugins to existing scenes or to newly added persons. You can choose which plugins you want on which gender and the settings stored in the scene will be preserved (assuming...hub.virtamate.com
- Improvements:
- Males have face and ass targets, like they were supposed to from the beginning. Now you can finally experience one of the best parts of the gaze: Eye to eye contact. As soon as one person looks into the eyes of another there is a chance for a look back reaction. This is especially cool in intimate poses where the faces are close.
- On BJ enter the gaze strength is driven down to the definable value "Gaze Strength During BJ". On exit it will be driven back to normal.
- Gaze settings are now stored with the scene and not just the poses, so you can make use of them without setting up a pose.
- The gaze now supports hot gender swaps (while running)
- Fixes:
- Slaps from older poses not restoring (but now the ones created with v62 won't restore, sorry). As I said before, please udate your slap targets to make use of the enanced loading features.
- Atom interests not restoring with the scene.
- Fixed a thread race issue that could occur if you loaded BL with a dildo present and no poses to restore (or very few).