• 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.
🔥 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.

Back
Top Bottom