• Happy Holidays Guest!

    We want to announce that we will be working at reduced staffing for the holidays. Specifically Monday the 23rd until Jan 2nd.

    This will affect approval queue times and responses to support tickets. Please adjust your plans accordingly and enjoy yourselves this holiday season!

  • Hi Guest!

    Please be aware that we have released a critical security patch for VaM. We strongly recommend updating to version 1.22.0.7 using the VaM_Updater found in your installation folder.

    Details about the security patch can be found here.
VAMLaunch repack

Plugins VAMLaunch repack

After several hours of searching how to improve the way VAMLaunch works, it becomes clear that, it is way beyond my skill level to make something as good as what Max is doing for the OSR, especially with OSR3 coming up.

I'm dropping support and updates for this repack.
If anyone wants to keep trying to improve the plugin... feel free. I can even send you the source files if needed.

One last advice : DO NOT buy a "mainstream" sextoy just for VAM. The current implementation does not come close to what OSR can do. The Launch for instance, ( or the Handy ) are perfect toys for video synced content. But in the current state for VAM, if you're looking for the perfect solution you should consider OSR.
Long overdue, since @ClubJulze asked, I added the CycleForce and RythmForce implemented by geesp0t.
I was also trying to achieve a manual version of the motions, but it is way to complex to be usable efficiently.

So I tried to check the code of the zone motion source (which is my favourite one for complex animations) and came up with a solution : you can now select any rigidbody of a person. Either control rigid bodies (left picture) or real rigid bodies (right picture).

launch-01.gif
launch-02.gif


I left the possibility to select all type of rigidbodies... because who am I to choose what you like. But I would strongly suggest that you use real rigid bodies at the end of the list like hip, pelvis, rHand etc...

The reason behind that is that, controls are moving all over the place and can have a position that is way further from their origin point to move the real rigid body. On the other hand, real rigid bodies are the "real position" of what you are trying to emulate with the launch. Which is going to result in a more contained motion and a better, smoother experience.

Feel free to give me some feedback.
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