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VR Rotation Gizmo Test Scene

Paid Toolkits + Templates VR Rotation Gizmo Test Scene

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Includes (major) bugfixes, and some improvements, and new features.

Tips: This Demo comes with V12 of SimpleStateMachine. It is not required to load the scene (I hope...?), but exists so I could present two example states (or "editable 'presets', in case you're not familiar with SSM). The first is somewhat free/loose, while the second state is more precise (eg. does not rotate much after releasing). I believe the scene was saved in the 2nd, more precise state.

If something gets misaligned, try giving each handle a quick grab, else, try selecting the plugin's parent Atom, and using the "World Space" button in the example. This is equivalent to using the "Refresh" button in the UI 😒 (still inappropriately named "NextAxis").

I have eliminated most irrecoverable "explosions" (have not seen them in a while), but I know some misalignments still exist when switching between selected Atoms/Controllers. For example, if you want to see the gizmo and the Desktop gizmo in alignment for a Local Space rotations, it's advised to select the containing Atom, use the Local Space button (in the scene), and THEN select the controller you want to rotate in Local space.

Bugfixes:
  • A major bug was found in V2 that resulted in an inability to reload the plugin. This bug has been fixed.
  • A major bug was found in V2 which reset any Custom Atom's scale to 0.1f, which should have only occurred when no existing Handle was found.
  • A minor bug was found in V2 concerning torque calculations and Handle positions.
    • Fixed in World space rotations. Persists in Local Space calculations, unless "special steps" taken.
Improvements:
  • Updated max speed & acceleration calculations, for more intuitive effect.
  • Added option to change the size of the circle segments!
  • Codebase improvements / Refactors (still more to do before next version).
    • prep for adding 'static' mode
      • applies expected rotations to the selected controller while dragging the Handles.
        • the Gizmo does not rotate.
        • the Handles snap back to the same predictable starting positions (relative to the containing Atom).
New Features:
  • 'Off' style rotations.
    • In V2, there is no way to 'simulate' an 'off' rotation. This is because the plugin (still) does not target Controllers with an 'off' Rotation state.
    • In V2, when the handle is released, the joint's angular momentum is stopped (if a valid controller was selected).
    • In V3, you can let the rotation continue, as if the controller's rotation were set to 'off'.
      • (...without having to hold on to the Handle).
      • Use the 'Max...' and 'Acceleration' options to control how the angular velocity is derived.
      • Use the new option to control the drag - how much force is used to bring the angular velocity back to zero.
  • Added option to control drag of new 'off' style rotations.
Todo:
- Bugs exist in Local rotation space mode which result in the Gizmo Axis moving to its parent Atom while rotating. This will almost certainly throw off expected torque translations. To alleviate, place the Plugin's containing Atom (ie. the Gizmo) near to the selected controller you are rotating in local space.
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