• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
-- Additions & fixes:
- Fixed Elbows & Knees vam controllers not being keyframed by timeline if moved by hand or feet nodes while IK mode is active.
- Added "Keybinds Enabled" toggle to switch off keybinds functionality (canvas buttons & UI buttons will still function normally)
Screenshot 2026-03-20 165208.png
-- New Features & Improvements:
- Added preset system.
- Real time symmetry is now applied to all of the body no matter which controller/ node is interacted with to keep pose symmetrical at all times.
- Added symmetry of head & chest across hip X plane, their rotations will be locked except for tilt (X axis) for perfect symmetry if real-time symmetry is enabled or on symmetrize pose button action.
- Fixed Ignore scene atom controllers not working properly if multiple instances of the plugin exist across multiple person atoms.
- Fixed auto orient IK pole on enable by limiting degree of freedom, this will prevent IK pole from pointing at unnatural angles.
- Fixed memory leak when real-time symmetry was enabled.
- Fixed line visuals, now lines should always face camera view even in extended node mode.
- split keybinds for toggling nodes, now with Shift+E to enable and Shift+R to disable, making sure that multiple plugin instances in the scene always have visibility in sync.
- Fixed trackball rotation not rotating as intended at some camera viewing angles.
- Fixed extremeties nodes rotation pivot points, now controllers inherit direct node rotations instead of pivot around bone rotations (head, hip, hands & feet)
-- New Features & Improvements:
- Added screen space buttons that are fully synced with their UI counterparts & key shortcut presses.
- Added button for applying optimal controller states (should be used as a pose for animations in timeline)
- Added capsule nodes for individual control for: hands, feet, hip and head.
(allowing full control of posing while native controllers are fully hidden to prevent cluttering)
- Fixed real time symmetry to only affect limb counterparts, disabled it when moving hip or chest nodes.
- Fixed IK poles not registering mirrored controllers if realtime symmetry is enabled
- Switched pivot point of chest node (extended mode) to hip bone instead of chest bone, makes more sense this way i think.
- Split the node visuals & functions to be selectively enabled & disabled, also can selectively enable IK in each limb.
-- Improvements:
- Increased min & max values of "Node Alpha" slider.
- Increased min & max values of "Node Size" slider.
- Added new "Sync With Native Controllers" toggle, disable it so you can use the plugin nodes exclusively in Play mode or in Edit Mode.

-- Fixes:

- Changed Node Visual shaders for proper Z testing support, now draws on top of everything without needing post magic plugin to be active.
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