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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.
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- Added more multi-effector option for CCD and FabbrIK. Meaning you can have more fine grain control on one long chain of transforms. Requires a minimum of 3 transforms per effectors.
- Added more complex Arm and Leg IK options. Allowing for 4 bone options. Largely works better than the limb option if you have the available bones.
- I was finding that my screen was a sea of square empty icons and I wasn't sure what was what, so i added new Icons for atoms that control IK effectors.
- Fixed the save bug, so now no matter how many times you remove or add an ik option it should save down only the latest view.
-Added animation support via the BVH plugin
-Fixed subscene support(specifically if you've just created the subscene)
-Added a look at Effector separate from the head effector.
-Added a bunch of additional API methods to provide the ability to turn on/off the IK features from other plugins.
Added a guide to show you what bones are included in a particular solver at add time
Added a reset pose button to move all bones back to original positions
Added more discreate controls per solver that's been added, such as positions or rotation weight.
Added better logic when adding full body bones to only give options that make sense
Added more eye bones and additional spinal bones to config.
Added a head effector to position the head (only available when eye bones are set)
Added look at feature for head which can target the head effector or the player camera.
Added a space under each IK config section so you dont lose items in drop down list.
Integrated with XPSLoader plugin so on restore the plugin will search for either a CUA or XPS model.
Added several API functions so others can integrate with the plugin, specifically:
resetPose => Accepts a bool param which defaults to true, Bool indicates if you turn back on the IK solvers are pose reset.
getOriginalPose => returns a list<object[]>. Each item in the list is a 3 length array containing original position(vector3), original rotation(quat) and bone transform.
getFullBodyEffectors => returns 2 objects, first is a Dictionary<Transform, Atom> of bones to effector atoms. Second is the effectorAtom for the head.
getAnimator(you now get a humanoid mechanim animator on the model too) => returns the Animator component that is on the model.
I'm planning on publishing the non-copywrite code to Github later this week so folks can look at the functions above and get a better idea of how to use them.
I've tested the changes a bunch, but its a some pretty large changes so I fully expect some bugs. Please shout if you find things!
-Added support for subscene loading, making this a lot more useful
-Fixed a few minor bugs
-Mostly backwards compatible, except for full body IK which has a slightly different naming scheme(changed / char in effector names to & to avoid clashing with subscene paths).