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Happy Holidays Guest!
We want to announce that we will be working at reduced staffing for the holidays. Specifically Monday the 23rd until Jan 2nd.
This will affect approval queue times and responses to support tickets. Please adjust your plans accordingly and enjoy yourselves this holiday season!
Hi Guest!
Please be aware that we have released a critical security patch for VaM. We strongly recommend updating to version 1.22.0.7 using the VaM_Updater found in your installation folder.
Details about the security patch can be found here.
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.
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.
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.
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).
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!
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?
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.