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The magical thing going on with these presets are the tuned comply settings. Limbs can't be pulled into unnatural poses without the rest of the body following to accomodate. Standard comply settings will have limbs looking like they're being pulled by an invisible force (which is exactly what...
I have a feature suggestion: Make linked assets sync their scale with the scale of the connected person. It can be a lot of work doing manually if you're tuning the scale of a person.
Best I've found is workwear from Maru: https://hub.virtamate.com/resources/workwear.45411/
There's a camo preset, and you can also mess with the colors to get an olive drab.
I've not noticed droopness. But I usually have to reload the plugin and apply my preset on every scene load for it to work at all. Maybe it's the same thing since moving the person resets all sim.
Checked out the scene and figured out my problem. I was using scene time scale to slow things down, figured that would make the physics behave the most realistic. But I noticed this makes Timeline's updates to positioning and storables choppy (not so much the person, but the parented CUA for...
Was just going to make a quick port of a specific weapon I wanted, ended up having fun with it.
Has blendshapes for basic operation:
Has non-mesh collision through primitives:
Decimated the vertice count from the original ~600k to ~22k. Mostly done per automation (lot of individual parts...