[Experimental] CUA/XPS Controllers

Plugins [Experimental] CUA/XPS Controllers

This plugin eluded me for a while, couldn't get it to work. But now I get it. Every bone joint gets a controller node, but most are set to off until you go and change that. The possibilities this gives are much much better than previous solutions offered.
Stopper once again proving they are a grand wizard of VAM.
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Great plugin, have to experiment some more, but so far it does what i tell it to. Great work! Never thought it possible.
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Many of the CUA people, animals and creatures that I have posted on the Hub include rigging, so there is great potential with this plugin. I am excited to see where you take the development of this with new features.
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Great plugin. Thank you very much. I finally have the opportunity to create a "live" movement of tentacles. Although not without problems. But there is no analog, and is unlikely to appear, so my low bow. I did it on version 10.
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Great Plugin<3. Would it be possible to create an option to force the rigidbodies into Positon & Rotation (ON). Because for many Models the mesh kinda "Explodes" because of them beeing turn (OFF).
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❤️
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Brilliant ! This has so many applications, e.g. tentacles, lianas, ropes,
flexible pipes (think of Hucows style milkers) .....
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Everything is great. I can only imagine what kind of scenes people will be able to create with it and it's about time, tho,

when i create controllers, i don't see the red bones when pressing ,,T'', like the ones from videos ?
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HOW!!!!!!!!!!!!!!!!!!!!!!!!
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Ho. Lee. Fuk.
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It's you just woke up one day and decided to make game changer plugins bro ahaha. As always amazing!
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A perfect case of "why has no one done this before?" This opens up so many possibilities for working with imported assets, especially when combined with AcidBubbles' Blendshapes plugin - amazing work!
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Who needs to wait for VAM 2 when you're making these amazing plugins
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Another great try, I guess we need to add mesh colliders or other basic colliders by ourselves when creating the CUA prefabs in unity for the collsion to work in vam , right?
S
Stopper
Yeah. Mesh colliders might be tricky for skinned meshes since they can't change shape in Unity. Later on I might add some additional controls for adding colliders, which you'd be able to position using ColliderEditor.
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