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  1. 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.
  2. 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...
  3. 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...
  4. 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...
  5. 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...
  6. 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.
  7. T

    Plugins + Scripts VR Hand Vibration

    I've been waiting so long for triggerable vibration! Looking forward to checking it out
  8. 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.
  9. 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...
  10. 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...
  11. 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...
  12. T

    Plugins + Scripts Bone Control

    I got an asset where sync speed isn't really working, but hard linking does. The pull is too weak even at 25.0 sync speed, but I'm working at 0.05 mass for the joint rigid bodies. Do you have and idea on how I can improve it's compatibility? Hard linking works fine but I have to be careful with...
  13. T

    Looks Furromantic's Diane Foxington

    I think you may have uploaded the wrong var. I don't see the preset in it. But I can confirm that's definitely the issue. When loading the eyes clothing item on anything it only loads the CPM plugin and not the also needed staticclothing plugin. I saved a new CPM preset from the included scene...
  14. T

    Looks Furromantic's Diane Foxington

    I actually get the same results when loading the self-made apperance preset. So it's not just you. @Sivel I might know the reason. There's no clothing plugin preset included in the var package. So it only works in the provided scene where everything has already been set. At least if I recall...
  15. T

    Looks Furromantic's Diane Foxington

    Thank you. I didn't spend a ton of time on it or test it thoroughly. There's plenty of room for improvement. But I'd be honored.
  16. T

    Looks Furromantic's Diane Foxington

    This look translated really well with your style. I ended up spending a little time making a collider preset, fixing the tongue collision; appropriating the headshape; and fixing the GPU collision for the nipples. Just remove the .txt extension, place it in...
  17. T

    Plugins + Scripts CollisionManager

    This plugin has become instrumental after I started making CUAs with physics. As for some reason the native collision checkbox in VAM no longer has any effect on a CUA with armatures, rigidbodies and colliders. So I was wondering if you'd be interested in adding more triggerable actions, such as...
  18. T

    Guides CUA BlendShapes

    Yes. Basically if you have multiple mesh objects in Blender, and export them as one FBX file, the plugin only picks up blendshapes from one of the objects. It's the same as if you put multiple mesh objects under one parent in Unity. That won't work with keys either. Sometimes it can be very...
  19. T

    Plugins + Scripts Atom Controllers Colors

    Oh man this is great. My scenes are a mess of CUAs overlaying each other. This will help a lot. Would it be possible to change highlight colors too? I'm slightly color blind, and the green to yellow highlight VAM uses by default is nearly the same color to me. I have to rely on the little...
  20. T

    Plugins + Scripts PosingHelper

    If you're taking feature requests for this essential plugin. One thing I often find myself doing is adjusting springs and max force for nodes. If this could be done with the UI for multiple nodes at once that would save a lot of clicking through individual nodes and their tabs. Maybe a little...
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