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  • Users: TRSD
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  1. T

    Comment by 'TRSD' in media 'Yogher's Gazelle'

    That looks CLEAN.
  2. VegaLP7C5.gif

    VegaLP7C5.gif

    New poses for an upcoming 1.0 update
  3. VegaONP1C2.gif

    VegaONP1C2.gif

    New poses for an upcoming 1.0 update
  4. VegaRP5CX.gif

    VegaRP5CX.gif

    New poses for an upcoming 1.0 update. New bulge tech based on clothskin and real physics.
  5. VegaS10C2-2.gif

    VegaS10C2-2.gif

    New poses for an upcoming 1.0 update
  6. VegaSEP0CX.gif

    VegaSEP0CX.gif

    New poses for an upcoming 1.0 update
  7. VegaSP1C3.gif

    VegaSP1C3.gif

    New poses for an upcoming 1.0 update
  8. VegaSP1C7.gif

    VegaSP1C7.gif

    New poses for an upcoming 1.0 update
  9. Vega scene

    Vega scene

    Captures of my Vega scene
  10. T

    Thank you for supporting the red panda 🙏 Actually close to releasing a big refinement update for...

    Thank you for supporting the red panda 🙏 Actually close to releasing a big refinement update for her.
  11. T

    Plugins + Scripts Puppeteer (Advanced Bone Control)

    Beautiful, it worked immediately! I'll continue and see if I can't make a shareable scene out of it eventually. Yeah I suppose so. The asset didn't work with that but with some brute forcing I've managed to make it. Super appreciate how your plugin doesn't break/reset on asset reloads (y) It's...
  12. T

    Plugins + Scripts Puppeteer (Advanced Bone Control)

    Cleaned it up and tested it thorougly. Maybe you have a better way of handling it. My goal is to have snap-to poses of the character and tentacles with accompanying short progressive animations. Steps to reproduce the error: Switch to pose 2 with the HUD thumbnails. Snaps to pose, activates a...
  13. T

    Plugins + Scripts Puppeteer (Advanced Bone Control)

    Yeah the physics are enabled. If they're disabled the tail no longer inherits momentum from character movement, like it's the local "object space" that moves. I haven't tried momentarily switching them off on pose switch though. Might work. I noticed another thing today. I was trying out your...
  14. T

    Plugins + Scripts Puppeteer (Advanced Bone Control)

    Hello again. I'm currently updating my scene to use Puppeteer as the main tail handler instead of BoneControl. It's just that much easier to use for multiple controllers. I have some things I'd like to suggest, without any idea how troublesome they'd be to implement: When adding new controllers...
  15. T

    Plugins + Scripts VR Hand Vibration

    Sorry but yeah it's a Quest 2 I'm on. I was unsure if it'd work with VirtualDesktop though, but it does.
  16. T

    Plugins + Scripts VR Hand Vibration

    I've been waiting so long for triggerable vibration! Looking forward to checking it out
  17. Pussycat

    Textures Pussycat 1.0
    Hub-Hosted VAR FC

    Just a little decal I was inspired to scratch out after seeing the trend. Apply to both genital and torso decal texture slots. Stuff used in the screenshot: Marker from @bqbq, not included. Genital morphs by @AshAuryn to boost the intended effect.
  18. Crossbow

    Assets + Accessories Crossbow 1.0
    Hub-Hosted VAR CC BY

    Crossbow with separate bolt and blendshapes for animation. GPU collider compatible collision. (note colliders do not follow blendshapes, hence the bow and string has no collision) Recommended plugins: BlendShapes controller for accessing the animation properties. VAMifier for lighting. GPU...
  19. T

    Plugins + Scripts multi force manager

    Almost. Yes a single push/torque that keeps being applied with the set amount of force until you turn it off or adjust the force factor. It's like being able to control the muscle tension directly. It's something I've learned about through BodyLanguage. It has randomized "constant force" to...
  20. T

    Plugins + Scripts multi force manager

    Thank you for this. I have had the problem of a long list of force plugins before. I've played around with the settings a bit and couldn't find a way to create a constant force. Only cycles. Would this be doable? I like to use forces for animating reactions so it's not pose-dependent like...
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