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CustomCollider

Plugins + Scripts CustomCollider

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Status
Version change awaiting approval before being displayed publicly.

Fixes​

  • Fixed selected motion's Target Rotation displaying wrong values on the sliders
  • Fixed motion rotation previews not working on freshly created instance of the plugin

Tweaks​

  • Added information text to the Position tab when the collider is in motion, and when the recent motion ended up moving it to a non-default position
  • Added button to the Position tab to reset the collider back to the default position if a recent motion moved it elsewhere
  • Added an arrow pointing from the Starting Position to the Target Position when the Motion tab is active
motionchanged.png
motionarrow.jpg

Motions
motion.jpg

The new Motion Preset module let's you animate the collider's motion from one position/rotation to another. The starting/target points can be specified relatively to the parent atom, the default position setup on the Position tab (this is the default), or the current position. The same preset system as in DildoLanguage or SexyFluids is used here, you can copy-paste the settings or load/save them. Other available per-motion settings are:
  • Interpolator: How the motion is interpolate between the position. The default Quadratic Ease-In-Out usually looks the best.
  • Duration: How long it takes to move from the Starting Point to the Target Point
  • Enable CPU/GPU Collider: Enables the respective collider at the start of the motion
  • Disable CPU/GPU Collider: Disables the respective collider at the end of the motion
While editing a motion, a preview of the starting potion is shown in blue, and of the target position in green.

You can test the selected motion by pressing the Run buttons:
  • Run Queued: If a motion is already running, the new motion will run after it. If another motion is already queued, it will be replaced by this animation (the queue never grows - there is always at most one active motion, and another queued to follow it)
  • Run Immediately: If a motion is already running, immediately replace it by this motion
Naturally, trigger actions called "Run Queued" and "Run Immediately" are also offered.

Note: The motion applies only to the collider - it won't move the object the collider is attached to. So if you have custom colliders added to your scene CUA, no worries, they won't move the whole scene. The colliders are still positioned relatively to the atom they are attached to, so if the atom moves, the colliders will move too, regardless of any motions.

Why Motions​

The motion system has been implemented to solve one common issue: saved poses do not include posing information for hair or clothes. When a character pose spawns/is loaded, the hair/clothes effectively respawn at their default position. In some poses, this might be already inside a collider and the physics system won't know how to deal with it. A simple motion on pose change can help with that.

Example 1​

Hair clipping through bench. The Bench Top Collider moving from below will gently reposition the hair on top of the bench where it should be. The collider stays active at its default position when it's done moving, it's the bench's GPU collider after all, you wan the hair to still collide with it.

By default, the second preset will be already preconfigured with this "Move from Below" motion. Just adjust the starting distance, and trigger it when switching to this kind of pose.

Of course if you don't need it, you can replace this motion by whatever you prefer. It's there just for convenience.

Example 2​

Sexy poses/animations involving a skirt can be a pain. The skirt tends to get in the way unless there is a separate "lifted up" version of the skirt ; which has its own issues. You can use a GPU collider to lift the skirt where it's supposed to be at the start of the pose, then turn the collider off. You usually don't want the collider to stay there, the skirt should behave naturally once it's lifted up. It just needs some help to get there first.

The video below shows the whole process:
  • The issue: the skirt is in its default position, and the hand clips through the skirt
  • How to configure the collider:
    • Add a new properly named preset
    • Make it start at the default position, and move "up" (in relative coordinates of the collider), pushing the skirt
    • Enable the GPU collider at the start of the motion
    • Disable the GPU collider at the end of the motion
  • How to trigger it from BodyLanguage's PoseMe system (same workflow applies to any other posing system)

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