• Hi Guest!

    We are extremely excited to announce the release of our first Beta1.1 and the first release of our Public AddonKit!
    To participate in the Beta, a subscription to the Entertainer or Creator Tier is required. For access to the Public AddonKit you must be a Creator tier member. Once subscribed, download instructions can be found here.

    Click here for information and guides regarding the VaM2 beta. Join our Discord server for more announcements and community discussion about VaM2.
  • Hi Guest!

    VaM2 Resource Categories have now been added to the Hub! For information on posting VaM2 resources and details about VaM2 related changes to our Community Forums, please see our official announcement here.
HK FullPersonControl

Plugins + Scripts HK FullPersonControl

Download [<1 MB]

🚧 BETA​


⚠️ These are complex systems that require some refinement. Community feedback welcomed.

⚠️ Male characters have limited support. Default expressions, automatic intensity via male genitalia colliders, and joint settings are not yet available.

⚠️ Targeting is WIP, some targets on Persons can be detected as obscured when they aren't.

⚠️ Manual change: Disable Auto Expressions and Auto Blinking on characters, they will be progromatically disabled in the future.

What is FullPersonControl?​

HK Full Person Control is a comprehensive plugin for Virt-A-Mate that brings your character to life with intelligent behaviors. Whether you are creating intimate scenes or just want more dynamic character reactions, FullPersonControl coordinates realistic eye movements, natural facial expressions, responsive animations, and dynamic arousal systems into one cohesive experience.

HK Full Person Control must be added as a Person Plugin. It will not function if added to any other atom type.

⚠️ Dependencies for all features​



Example of a basic scene and animation without the plugin running. Simple animations like these will be used in the next examples. They will transition from one to the other.



Example of the basic person control which includes intensity increases and expressions



The full suite demonstrated, including animation control, eye control and head control. The biggest difference making very simple scenes much more dynamic.
This example also shows how climax works demonstrating muscle spasm making them more realistic.



Navigation​

The plugin organises its menus into the following top-level groups:
  • Eye Control — eye targeting controls (Targeting, Active Targets, Add Target)
  • Actor — character behavior controls (Expressions, Joints)
  • Climax — intensity and climax controls (Climax Options)
  • Animation — Timeline animation management (Add Animation, Manage Animations)

Two global menus are always available regardless of the selected group:
  • Data Store — save, copy, and load plugin data
  • Settings — feature toggles


Data Store​

Used for managing plugin data.
  • Save All Data
    • Saves all plugin data. Must be triggered before saving the scene so that any changes are included. This is by design to avoid unintended overwrites.
  • Copy to Clipboard
    • Copies the current saved data to the clipboard. Useful for backing up a configuration or sharing a setup.
  • Load from Clipboard
    • Restores plugin data from a previous Copy to Clipboard operation. Typically used after reloading the plugin to recover a saved configuration.


Settings​

Global options that apply to the whole plugin.

Feature Management
  • Each major component (e.g., HK Eye Control, HK Animation Control) has an on/off toggle
  • Disabling a component stops it from running without removing its data


Eye Control Menus​

Targeting​

Configure whether the character's eyes follow the player.

Player Targeting
  • Target Camera — toggle whether the character's eyes will look at the player's camera/viewpoint
  • Target Hands — toggle whether the character's eyes will track the player's hands in VR


Active Targets​

View and manage eye targets currently configured for this character.

Select Target
  • Dropdown list of all active eye targets by their friendly name

Edit Target
  • Opens the Refine Target menu for the selected target to adjust its position, size, and offsets

Copy Target
  • Creates a duplicate of the selected target with all its current settings

Remove Target
  • Permanently removes the selected target

Toggle Visualization
  • Shows or hides a debug visual for the selected target in the scene view


Add Target​

Add a new atom as an eye target.

Select Target to Add
  • Dropdown of all atoms currently in the scene

Begin Add
  • Starts the target addition process and opens the appropriate refinement screen depending on whether the selected atom is a Person or a generic atom


Refine Actor Target​

Configure which body parts of a Person atom can be targeted by the eyes. Only shown when the selected atom is a Person.

Targetable Parts (individual toggles per body part)
  • Eyes — not shown when targeting self
  • Head — not shown when targeting self
  • Chest — not shown when targeting self
  • Jaw — not shown when targeting self
  • Pelvis — not shown when targeting self
  • Glutes — not shown when targeting self
  • Hands
  • Shins
  • Feet
  • Toes
  • Nipples
  • Clitoris

Finish Add
  • Saves the target configuration and returns to the Active Targets menu

Cancel
  • Discards the new target and returns without saving


Refine Atom Target​

Fine-tune the position and size of any atom used as an eye target.

Target Size (m)
  • The radius of the target zone in meters (0.01 – 50, range expandable)
  • Larger values make the target easier to look at naturally

Target Offset X / Y / Z
  • Positional offsets from the atom's origin in world units
  • Use these to shift where exactly the eyes focus on the atom

Friendly Name
  • Text label used to identify this target in the Active Targets list

Use Main Controller
  • Sets the target point to the atom's main controller transform

Select Child (shown when the target transform has children)
  • Dropdown of child transforms within the target atom's hierarchy
  • Use this to drill into specific sub-transforms for more precise targeting

Navigate Down / Navigate Up
  • Traverse the transform hierarchy of the target atom to find the exact part to target

Finish Add
  • Saves the target and returns to Active Targets

Cancel
  • Discards changes and returns without saving


Actor Menus​

Expressions​

Facial expressions automatically respond to the character's emotional state, smoothly transitioning between configured morph groups. Expressions are randomised across all configured groups matching the current state.

When expression groups are configured:
  • Displays the count of active expression groups
  • Use Default Expressions — replaces all expression groups with the built-in defaults
  • Expression Group Selector — dropdown to select an expression group

When no groups are configured:
  • Use Default Expressions — loads the built-in default expression set

Default expressions are not yet supported for male characters.


Joints​

Configure strapon/dildo attachments for female characters.

Use Strap-on
  • Toggle to enable or disable the strap-on dildo attachment
  • When enabled, position and rotation offset controls become available

Strap-On Position Offset (shown when Use Strap-on is enabled)
  • Offset X — horizontal position offset (-0.2 to 0.2 m)
  • Offset Y — vertical position offset (-0.2 to 0.2 m)
  • Offset Z — forward/back position offset (-0.2 to 0.2 m)

Strap-On Rotation Offset (shown when Use Strap-on is enabled)
  • Offset X — pitch rotation offset (-90° to 90°)
  • Offset Y — yaw rotation offset (-90° to 90°)
  • Offset Z — roll rotation offset (-90° to 90°)

Male atoms do not have configurable joint settings at this time.


Climax Menus​

Climax Options​

The core arousal and climax engine that drives expressions, animations, and moaning.

Intensity
  • The current arousal level (0 = none, 1 = climax threshold)
  • Can be set manually via slider or driven automatically by physical interaction zones
  • Male genitalia colliders are not yet supported for automatic intensity gain

Intensity Loss
  • How quickly intensity decreases when there is no active stimulation (0 – 1)
  • Higher values cause arousal to decay faster

Intensity Diminish Factor
  • Reduces the rate of intensity gain as arousal increases (0 – 1)
    • 1.0 — no reduction; intensity always gains at full rate
    • 0.3 — up to 70% reduction in gain rate at peak intensity
  • Prevents arousal from climbing unrealistically fast at high levels

Allow Climax
  • Toggle whether the system can automatically trigger a climax event when intensity reaches its threshold
  • When disabled, intensity will cap but will not trigger the climax state

Force Climax
  • Immediately triggers a climax event regardless of current intensity level

Reset Climax
  • Clears the post-climax recovery state and returns the character to the idle/ready phase
  • Use this if the character becomes stuck in the recovery state


Animation Menus​

Timeline (AcidBubbles - VaM Timeline) animation speed is automatically driven by the character's arousal level, giving simple animations more dynamic complexity.

Add Animation​

Link a VaM Timeline animation to the intensity system.

Containing Atom
  • Dropdown to select the atom that contains the Timeline plugin
  • Defaults to the atom this plugin is attached to

Select Atom
  • Refreshes the available Timeline plugin list for the chosen atom

Timeline Animation
  • Dropdown of all available VamTimeline animation plugins found on the selected atom


Add All as Default
  • Adds every available animation from the selected atom using default settings
    • All animations are added as Intensity Controlled type
    • Default speed range: 0.5x minimum speed, 2x maximum speed
  • Intended for quick, simple scene setups


Manage Animations​

View and manage all animations currently linked to the intensity system.

Timeline Animation
  • Dropdown of all active linked animations by their friendly name
  • Shows the total count of active animations

Remove ⚠️
  • Permanently removes the selected animation from the intensity system


React to this content...

Share this resource

Back
Top Bottom