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  1. T

    Plugins + Scripts Orifice Dynamics

    It seems colliders are created at the atom's root instead of their intended position when soft body physics and/or soft glutes are off during plugin initialization. Soft body physics off: Soft body physics on, soft glutes off: Soft body physics and soft glutes on:
  2. T

    Plugins + Scripts Orifice Dynamics

    In my plugins and in the version of yours, which I posted earlier, too.
  3. T

    Plugins + Scripts Orifice Dynamics

    Yes, I use it.
  4. T

    Plugins + Scripts Orifice Dynamics

    VaM definitely supports that overload: That's fair (y)
  5. T

    Plugins + Scripts Orifice Dynamics

    I appreciate you taking time to optimize. Thanks. Sadly, in my testing I don't see a meaningful difference from before. It still allocates about 10mb per second. Some of the changes claude made with absolute confidence actually don't change the heap allocations, at all. For example the...
  6. T

    Plugins + Scripts Triggers: Inputs and Collisions

    Could you give me more detail, please? There's no technical reason why some triggers would work while others don't. Could you provide a demo scene showcasing the bug?
  7. T

    Plugins + Scripts Orifice Dynamics

    It's more like 0.5s at best 🤷‍♂️
  8. T

    Plugins + Scripts Orifice Dynamics

    I saw major improvements when genitals were close to contact but not quite touching or inserted. There are likely other game situations and code paths with room for optimization.
  9. T

    Plugins + Scripts Orifice Dynamics

    Yeah, I'm aware of the 2019 GC limitations. Sadly, that's what we have to work with in VAM 1, which is why being frugal on heap allocations is so important.
  10. T

    Plugins + Scripts Orifice Dynamics

    I dug a bit more into memory allocations and implemented reusable pools for all the lists and hashsets. Even after that, there was still too much memory allocated on every frame. In the end, I finally narrowed it down to an issue, which I can't even explain. The biggest culprit was the "entry...
  11. T

    Plugins + Scripts Orifice Dynamics

    Hey, I noticed the plugin creates a ton of pressure on the heap, even with all features disabled. After a quick glance at the code, it looks like you create 10 new List instances in "UpdateOrificeEntryTracking", "RemoveBoneAlignmentsForAtom" and "CacheBoneAlignmentRigidbodies", which are called...
  12. T

    Scenes Monique: unfinished business

    Thank you. No need to apologize!
  13. T

    Scenes Monique: unfinished business

    I'm not a fan of the UIAssist integration and how the scene messes with my session plugins in general. Upon scene load, it enables all of my session plugins, changes their settings, and it disables my free UIAssist session plugin (plugin#1), which I have set up with a bunch of utility functions...
  14. T

    Paid Plugins + Scripts BodyNet (Pro)

    Use one of the networks bundled with the plugin (located at Saves\PluginData\TBD\BodyNet\Networks\Default) or train a new custom network.
  15. T

    Paid Plugins + Scripts BodyNet (Pro)

    Could you put them side by side so I can see the height difference, please? Did BodyNet match her to a taller or shorter model and how drastic was the difference? Did you try disabling the body-to-head ratio feature in BodyNet?
  16. T

    Paid Plugins + Scripts BodyNet (Pro)

    Hi, could you tell me how to reproduce the behavior, please? Is the issue specific to certain looks?
  17. T

    Demo + Lite AfterParty LITE version

    The AI model used to generate the thumbnail has some issues 😅
  18. 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.
  19. 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.
  20. 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...
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