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Supplementary colliders for male & futa

Plugins Supplementary colliders for male & futa

  • No longer uses capsule atoms, everything is contained to the person atom.
  • Multiple atom support
  • Option to enable cloth collision on existing builtin colliders
  • Option for the extra colliders to affect other objects like hands
  • New Interpolated collider system, the old one is kept in
Since there's major changes in how this works, treat it like an alpha version.

In more detail :

Can now convert existing builtin colliders to cloth colliders, if they aren't already. This means you can use Collider Editor to approximate a shape, and if it's good enough, you won't need any extra additional colliders.
I recommend using this for the hips, since my colliders are very rough and often get misaligned when the legs are bent. In fact I've made it the default.

Extra colliders can now be used to collide with other things like hands or objects. This may be useful when the existing builtin colliders are a little lacking in detail. The few builtin lengthwise capsules often can't approximate more muscular legs and arms for example.

New interpolated collider system : adds in-between colliders in a different way than the old system, resulting in a smoother surface. Can impact performance a bit more than the old system.
These new interpolated colliders are shaped like conical capsules, with different radii at each end. This works for cloth, but not for other object collisions, where instead an average capsule is used. The old system is still there, with regular capsules.
Previews for these colliders will be a little wonky.
The number of colliders could be reduced I think, with some sacrifices to quality, let me know if it affects performance too much as it is.

I've added a few extra chest colliders to better approximate more muscular shapes ("lchest0" to "lchest2" and "rchest0" to "rchest2"). If you're opening an existing scene, or loading an old preset, you will need to adjust these or autofit. I should have an autofit system that works per collider and retains edits, but I don't yet.

Loading the new version of the plugin in a scene that had the old version will delete all "uycol_" hidden capsule atoms. If you have added other atoms whose names start with "uycol_" for whatever unlikely reason, they will also be deleted. Rename them before installing the plugin.

When first enabling the plugin or when autofitting, if there are clothes already on the person, they will be pushed out of the way or explode upwards. Just move the person a little bit, or reset the clothes and it should be fine.

A warning :
There was a strange situation, where if the plugin was deactivated all cloth collisions for every atom in the scene would be completely disabled. I think this is caused by immediately destroying the colliders before a FixedUpdate took place. I've made it so any collider deletions happen with a half a second delay, and it seems to solve the issue. If you encounter it, you need to do a hard reset. You will notice this delay when deactivating sections in Customization.

Do not turn on and off sections too quickly, faster than 0.5 seconds.

myfeelings.png
Changes :

  • Added opacity slider : this is a general slider and controls both unselected and selected collider opacity
  • Better preview capsules that correctly scale without deforming. Actual colliders didn't deform previously, but the previews were inaccurate.
  • Height stops at a minimum value that depends on the radius. Capsules can't be shorter than they are wide, basically stopping at spheres. I think this is what happens internally anyway, now editing and previews accurately reflect it.
  • Radius stops at a maximum value that depends on height. As above, capsules can't be wider than they are tall. Previews and editing now reflect that. Adjusting radius and height to extreme values can be done by adjusting in steps : for example, increase radius to the maximum, then increase height, then radius again to the desired value.
  • Added more colliders for chest and upper arms : these areas already have cloth colliders builtin, but they are a bit lacking in resolution, hence I added my own. Forearm builtin colliders are good enough by default, if edited a bit with collider editor plugin.
  • Customization : option to enable and disable groups (legs, arms, hip and torso)
  • Interpolated colliders : option to enable a secondary set of non editable capsules automatically fitted between the editable ones, to improve surface quality. This affects performance quite a bit (about 20%-25% down when all regions are enabled, in my machine), and it makes loading presets and reloading the plugin quite slow. If you have the performance to spare, it should do for smoother surfaces, hopefully.
  • Presets save customization preferences. V1 presets should work, and enable all regions by default.

Otherwise, functionality remains the same: pick the regions you need, click "guess fit" for an initial fitting, and adjust individually.

Known Issues & Notes:

- As mentioned above, there are certain cases where removing or reloading the plugin, or loading a preset becomes quite slow. This is known, caused by deleting a lot of atoms, but I can't figure out how to improve it.
- Don't disable all regions and leave the customization screen.
- Previews and interpolated colliders need to be refreshed if regions change. Just turn off and on again.
- Disabled regions lose all their settings. I don't know if I want this as an easy way to reset to default, or if it's an easy way to lose work...
- Again, this will not be as good as automatic builtin colliders, as in a female base figure.
- I recommend using this together with Collider Editor plugin, for adjusting builtin colliders in genitals (testicle colliders are usually in the wrong place after morphs), forearms, and wherever else needed.

Keep a backup of your scenes. This shouldn't cause any irreversible issues, but it does add a _LOT_ of atoms that will have to be removed by hand (or maybe by editing the scene json file) if things go wrong.

Report any other issues, and thanks! :D
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