• 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.

Physics Attachment Engine – Update 2.1


This update introduces two major improvements: a zero-lag attachment mode and searchable selector fields for faster workflow.




✅ 1. Perfect Follow Mode (Zero-Lag Attachment)


A brand-new attachment mode designed for situations where absolute, instant following is required.


What it does:


  • Zero delay between source and target
  • Uses kinematic tracking, not springs
  • Fully supports Position-Only, offsets, and all existing controls
  • Ideal for scripted motion or fast-moving interactions (e.g., thrusting objects, hand attachments, tools, etc.)

How it works internally:


  • Target rigidbody is temporarily set to kinematic
  • Movement updated through MovePosition() and MoveRotation()
  • No spring physics → no latency, no wobble

Result:
A perfectly locked follow-behavior that feels instant and precise.




✅ 2. Searchable Selector Fields


All dropdown selectors now include built-in search filters:


  • Source Atom Filter
  • Source Controller Filter
  • Target Atom Filter
  • Target Controller Filter

Features:


  • Filter appears directly under each selector
  • Type to instantly narrow the list
  • Case-insensitive
  • Massive quality-of-life upgrade, especially in VR or scenes with hundreds of controllers



Both improvements make Physics Attachment Engine faster, cleaner, and easier to use—whether you’re attaching hands, props, toys, or full-body rigs.

Physics Attachment Engine 2.0 Update (experimental)


This update builds on the previous improvements (Position-Only tracking, rotation fixes, and the new “Enable All Attachments” system) and brings the plugin to a full behavior-driven attachment system.
Physics Attachment Engine is no longer just an attach/detach tool — it now provides realistic grab, hold, hug, sit, and soft-follow behaviors with offset capture and scene presets.




🔥 NEW FEATURES


1. Attachment Modes (New Behavior System)


In addition to stiffness presets (Soft / Firm / Lock), attachments now have behavior modes that define how the joint acts:


Grab / Hold (Default)


  • Strong positional tracking
  • Soft rotational control
  • Perfect for hand → object, hand → breast
  • Natural, controlled follow behavior

Glue Mode


  • Stiff position & rotation
  • +20% damping for elasticity
  • Great for body → body, hip → chair, chest → chest (hug)
  • “Solid connection” while still feeling organic

Loose Follow Mode


  • 40% softer springs
  • 60% reduced damping
  • 70% reduced force
  • Ideal for soft “trailing” motion like hand following breast
  • Very natural for relaxed scenes or cuddle motions



2. Offset-Based Attach (Attach in Current Pose) — ON by default


Attachments now preserve the exact spatial relationship at the moment of attaching.


What this fixes:​


  • No more snapping
  • No more “pivot-to-pivot jumps”
  • Perfect for custom posing before attaching

Technical highlights:


  • Captures relative position + rotation
  • Writes into joint anchor & targetRotation
  • Works with all modes and stiffness presets



3. Use-Case Presets (1-Click Scene Setup)


A new dropdown provides ready-made setups for common VaM scenarios:


  • Hand → Breast – Soft, Grab/Hold, faster blend, offset ON
  • Hand → Hip – Firm, Grab/Hold, offset ON
  • Hip → Chair – Lock, Glue, slower blend, offset ON
  • Chest → Chest (Hug) – Firm, Glue, offset ON
  • Head → Pillow – Soft, Loose Follow, offset ON

Each preset configures:


  • Behavior mode
  • Stiffness
  • Blend speed
  • Offset usage

This makes attachment setups significantly faster for scene creators.




4. Enhanced Trigger Action System


New trigger actions for Timeline, LogicBricks and other plugin control:


New actions:


  • Detach Last – Removes the most recently created attachment
  • Attach Preset Slot 1 / 2 / 3 – Quick preset-based attach (framework ready)

Existing:​


  • Attach
  • Detach All

You can now create full attachment sequences in Timeline:


  • Attach hand to cup at scene intro
  • After 5s → Detach Last
  • After 10s → Attach preset #1



5. Role Tags (Future AI / Locomotion Integration)


Every attachment now includes a small string identifier:



role = "HandGrab", "HugLink", "ChairSit", etc.


This prepares the engine for:


  • Locomotion systems
  • Interaction AI
  • State-based attachment logic

Not used yet — but extremely powerful groundwork.




🔧 UNDER THE HOOD IMPROVEMENTS


✔ Updated joint creation system​


Now applies behavior mode, offset, and stiffness correctly on creation & recreation.


✔ Backward compatible​


Old scenes using classic controller-based attachments still work.


✔ UI improvements​


  • New dropdowns: Use-Case Preset, Attachment Mode
  • New toggle: Attach in Current Pose (Keep Offset)
  • New button: Detach Last
  • Status now reports active mode + offset info



📝 RECOMMENDED USAGE


For grabs and interactions​


Grab/Hold mode, Soft or Firm stiffness, Offset ON


For hugs or body-to-body​


Glue mode, Firm or Lock stiffness


For soft trailing movement​


Loose Follow mode, Soft stiffness


For chair sitting​


Preset: Hip → Chair




🚀 This update transforms Physics Attachment Engine into a complete physical interaction system — not just an attachment tool.

Physics Attachment Engine – Update


This update brings major workflow improvements, more control over attachment behavior, and full trigger-friendly management of multiple attachments.




✔ New Features & Fixes


1. Position-Only Tracking


You can now choose to follow position only while keeping the rotation completely free.


  • Added toggle: “Position Only (No Rotation)”
  • When enabled:
    • Only position is synced
    • Angular motion is set to Free
    • Perfect for natural hands-to-body or object interactions
  • When disabled:
    • Full position + rotation tracking (default)



2. Rotation Handling Fixed


Rotation is no longer applied when using position-only mode.


  • Proper angularX/Y/Z motion configuration
  • Cleaner, more predictable attachment behavior



3. Global Enable/Disable Toggle


Introducing the new workflow toggle: “Enable All Attachments”


  • OFF: All joints are removed, but your attachment list is preserved
  • ON: All joints are automatically recreated from saved configurations
  • No more losing your controller pairs
  • Ideal for animations, timelines, triggers, and scene automation



4. New Internal Methods


To support the improved behavior:


  • DestroyJoint() – Removes the joint while keeping the attachment data
  • RecreateJoint() – Rebuilds the joint using stored rigidbody references
  • Smooth fade-in when attachments are restored



✔ Trigger Support


Full integration for LogicBricks, Timeline, and other trigger systems:


  • Attach (per-attachment)
  • Detach All
  • AttachmentsEnabled (bool) — perfect for toggling groups on/off



✔ Usage Examples


Position-Only Tracking


  1. Enable Position Only (No Rotation)
  2. Click Attach
  3. Source should follow the target’s movement while keeping its own rotation

Non-Destructive Toggle


  1. Create multiple attachments
  2. Toggle Enable All Attachments OFF → detaches safely
  3. Toggle ON → everything is restored instantly
v1.0.1 – Trigger Support Added(FORGOT!! :( )
  • Added JSONStorable actions: Attach and Detach All
  • Now works with PoseSaver, Timeline, LogicBricks, and all trigger systems
  • Attach/detach can be automated by scene triggers (OnEnter, OnExit, collision, button press, etc.)
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