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Next Lite scene - "Soft Jogging" animation.
Uses only 2 position states.
Makes use of JointDrive physics, primarily + "Comply" position states.
CollidersAsTrigger is set on the box so it can be positioned and shown/hidden
-- Person "collision" with the cube calls "Next" to switch between the 2...
For those who, like me, were given no explanation as to why they were removed (we can only hope it was not personal - just factors of bad timing in the wake of the actions of others).
However, it was clear at least one person was flagging my things, while many others were enjoying them. Those...
Lite SAT Demo
(SubScene Animation Triggers)
Requirements: SimpleStateMachine v11
https://hub.virtamate.com/resources/simplestatemachine.54672/
Usage / More info: https://hub.virtamate.com/threads/simplestatemachine.62750/post-189907
Clips:
Low Res clip shows how to reach the SubScene...
"draft"
Feature Update Preview Thread
New feature in latest version - ignore controller restoration on grasped controllers.
Feature test - Triggering parent SubScene state from child SubScene Animation, + separate Animation + end of loop trigger for each state: verified working.
Haven't...
Use Case Examples: "Swappables"
Custom Unity Asset State Swapping
Player-Preference-Capable Swapping (eg. Player-Chosen Appearance + swaps later in scene)
edit: Intended License Type: CC BY-SA
Limbs include: 4 in the legs (Toes, Feet, Knees, Thighs) and 4 in the arms (Hands, Elbow, Arm, Shoulder)
v3 includes only the state of the Joint Drive values.
v4 includes the joint's Rotation values.
v5 fixes license type - Clear Reiteration of intent for...
It'll make sense when you see the "lite" scene... I think that's where I'm supposed to release it? The rig would be a little more advanced, but the geofencing between rooms, then adjusting sensor instance(s) per room (by adjusting sensor directly, then creating a slot for each setup using the...
Indeed.
That's when you find out whether or not your plugin and other presets are actually working 😨. Any "physical" pose or general presets might keep the values which are causing a "derangement" of those colliders.
Just realized today, it's possible for the "inner" colliders to get so bent out of shape that not even a physics reset or restart will help. Sometimes you have to start with a whole new Atom to be sure. :\
Here's a vid showing it working along with my plugin... but it took a hefty amount of button trigger actions, since it's not aimed at Appearance Swapping. It actually originally was, but then I saw others building on that solution, so I started looking beyond Persons/Appearances. Never been my...
Yeah... You should be able to use the plugin you already use, and on the button that you want to use to "save" the new swappable appearance, just run the following triggers:
Person->AppearanceControl->PresetName = "someUid"
Person->AppearanceControl->StorePreset...