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  1. T

    Demo + Lite BodyNet (Free)

    Yes, just set all morphs from the v1 resource package to their default value before you run bodynet. Could you verify where the v1 morph comes from? When you hover the mouse over that little box icon it'll show you which var it's in.
  2. T

    Demo + Lite BodyNet (Free)

    Wait, the "before" picture contains morphs from an older version of bodynet, already. They're from the v1 resource package. You shouldn't use both at the same time. Look at "Arms Short", you have a positive value for the v1 morph and a negative value for V2.
  3. T

    Demo + Lite BodyNet (Free)

    Loss is a measure to put a single, numerical value on the difference between the two skeletons. The formula is exponential so the values shown can be quite big. If you have a large loss (50-100 or so), the model might not align that well in your scene but it won't cause issues like what you got...
  4. T

    Demo + Lite BodyNet (Free)

    Maybe the appearance includes similar, but opposite morphs to what bodynet applied. I'm just guessing here. Very large morph values can cause deformation issues. Bodynet doesn't morph hands in any way and I don't really know what might have happened here.
  5. T

    Demo + Lite BodyNet (Free)

    Those are probably paid, right? I'm won't be able to test them. :( Select the female and go to the "Female Morphs" tab. Tick "Only Active" and look for these morphs: Do any of them have extreme values? Try adjusting them slowly towards their default value and see if the issue goes away at some...
  6. T

    Demo + Lite BodyNet (Free)

    Uh, that's weird. Which appearance is this? Does bodynet apply extreme morph values, far larger than 1 or smaller than -1? If you dial back bodynet's morphs slowly one by one, does the issue go away at some point? Does it happen again after restarting vam? Are there any related errors in the log?
  7. T

    Plugins + Scripts Triggers: Inputs and Collisions

    It is but there are limitations due to the way altfuta modifies the character's colliders (or rather the timing of it). You need to refresh the collision triggers plugin after altfuta is done with its' initialization. That's exactly why I exposed the refresh function as a triggerable action in a...
  8. T

    Plugins + Scripts SexyFluids

    Haha, I came here to suggest just that! While I had some success by playing with the squirt configuration, it's clearly not meant for that. It'd be great if we could get a variation of the male cum visuals dripping out, when orgasm is triggered during insertion.
  9. T

    Plugins + Scripts Triggers: Inputs and Collisions

    TBD updated Triggers: Inputs and Collisions with a new update entry: bugfix Read the rest of this update entry...
  10. T

    Plugins + Scripts Triggers: Inputs and Collisions - bugfix

    changelog v7 fixed atom name filter not being saved
  11. T

    Plugins + Scripts Triggers: Inputs and Collisions

    I'm not quite sure. Looking at vam's code, they do very similar things. RemoteGrab excludes some GUI interactions, it seems.
  12. T

    Plugins + Scripts Triggers: Inputs and Collisions

    Yeah, the reason for that is similar. VaM has an abstraction layer, through which you can read the state of common buttons. Without it you'd have to deal with all of the different hardware and with the SteamVR and OpenVR APIs individually. I'm not even sure you can talk to those APIs from the...
  13. T

    Plugins + Scripts Triggers: Inputs and Collisions

    PS: If you need it, you can create modifier logic with e.g. MacGruber.LogicBricks relay. Set up a trigger for shift, which toggles "accept trigger" on the relay, and then trigger the relay with another key.
  14. T

    Plugins + Scripts Triggers: Inputs and Collisions

    Hi, modifiers aren't handled by unity and the plugin doesn't implement custom support for it. As of now, only individual keys can be used. The plugin uses UnityEngine.KeyCode to identify buttons: https://docs.unity3d.com/6000.1/Documentation/ScriptReference/KeyCode.html It seems VAM did not...
  15. T

    Plugins + Scripts Triggers: Inputs and Collisions

    TBD updated Triggers: Inputs and Collisions with a new update entry: requested features Read the rest of this update entry...
  16. T

    Plugins + Scripts Triggers: Inputs and Collisions - requested features

    changelog v6 collision triggers can now be restricted to a specific atom name added a debug log option for collisions to identify atom names exposed the refresh function so you can call it from triggers fix: added carpal colliders to hand categories
  17. T

    Plugins + Scripts Orifice Dynamics

    Why is the plugin's default multiplier 1 if the morph is designed for 0.5?
  18. T

    Plugins + Scripts Orifice Dynamics

    Ah, I ended up reducing the multiplier to 0.5 to prevent it (mostly.)
  19. T

    Plugins + Scripts Orifice Dynamics

    Sorry it took me so long to respond.
  20. T

    Plugins + Scripts Orifice Dynamics

    The AutoGensGape penetration effects look pretty good with only minor deformation issues. However, the morphs should be categorized as pose morphs to prevent them from being included in morph or appearance presets.
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