• 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.
🔥 Major Improvements
Impact Trigger (recommended, enabled by default)


  • Added an impact-based trigger system that gates forward response by actual physical contact
  • Receiver movement is now driven by collision events, not estimated timing
  • Produces a causal response chain:
    contact → impulse → inertia → settle
  • Impact Trigger is enabled by default and is the recommended mode of operation

Legacy velocity-based response remains available


  • The original velocity-driven system is still included
  • Can be disabled or re-enabled via toggle for compatibility or alternative workflows



🧹 Cleanup / Simplification​


The following legacy timing and rate parameters were removed, as they interfered with both response modes and caused conflicting dynamics:


  • Forward Delay
  • Backfall Delay
  • Engage Delay
  • Thrust Build Rate
  • Back Build Rate
  • Return Rate

These parameters introduced:


  • phase lag
  • double smoothing
  • jitter and snap artifacts

Their removal allows the remaining physics systems to operate without internal conflict, resulting in smoother behavior even with default settings.




⚙️ Core Physics (unchanged)​


The core physical response pipeline remains intact:


  • Velocity-based response system (legacy mode)
  • PD controller (Position Gain / Damping Gain)
  • Axis filtering and smoothing
  • Speed and direction gates
  • Acceleration clamping
  • Max Forward / Back Offset
  • Resting Offset

With redundant timing layers removed, these systems now produce more stable and predictable results.




💾 Preset System Improvements​


Impact Trigger state and geometry are now stored in Custom Presets


  • Custom presets now save and restore:
    • Use Impact Trigger (on/off)
    • Trigger Offset Y
    • Trigger Offset Z
    • Trigger Radius
    • Trigger Height

This makes presets fully reproducible, restoring both:


  • the interaction model (impact vs velocity)
  • and the exact trigger placement

Built-in presets remain neutral


  • Built-in presets (Soft / Medium / Strong) do not store impact-trigger state or geometry
  • Custom presets are intended for pose- or scene-specific tuning



🧠 Design Notes​


  • TRD now supports two response modes:
    • Impact-triggered response (default, recommended)
    • Velocity-based response (legacy, optional)
  • Both modes share the same physical response pipeline (PD + damping + clamping)

Changes in V5​


  • Presets now store receiver body part selection (head, hip, chest, abdomen, thighs, feet)
  • New Apply Preset workflow:
    • Preset selection is now preview-only
    • Presets are applied explicitly via Apply Preset button
  • Added Timeline preset index for automation:
    • Hidden parameter for Timeline use
    • Presets can be applied directly from Timeline
Version 4 focuses on stability, UI structure, and long-term compatibility with animation and Timeline workflows.


Changes​


  • Refactored plugin into a modular structure for improved stability and cleaner UI separation
  • Reworked user interface layout for better usability and clarity
  • Improved preset handling with a stable external JSON-based storage
  • General internal cleanup and reliability improvements

Core Behavior


  • Pose-safe rework:
    Switching poses via Timeline no longer freezes or “sticks” body parts.
  • Automatic recalibration:
    Receiver anchors and internal state are rebuilt automatically after pose or animation changes.
  • Improved impulse timing:
    Better delayed response and follow-through, reducing premature or desynced motion.

Physics & Feel


  • More consistent rebound behavior:
    Restored and stabilized natural backfall/rebound that v1 could lose after pose switches.
  • Improved stability:
    Reduced cases of static or sleeping rigidbodies; physics wakes and recovers reliably.
  • Cleaner force application:
    Internal force logic simplified for more predictable, heavy-feeling motion.

Control & Workflow


  • Preset system expanded:
    • Built-in presets (Soft / Medium / Strong)
    • 5 custom preset slots for user-defined profiles
  • Timeline-friendly preset switching:
    Presets can be switched instantly via Timeline using a discrete Preset Index.
  • Preset Index snapping:
    Index values are fixed (no float drift), making Timeline use reliable and repeatable.

Internal Cleanup


  • Removed legacy code paths that caused state desync after animation or pose changes.
  • Cleaner internal state handling and sampling reset logic.
  • Better separation between preset data, runtime state, and Timeline control.

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