We are excited to announce a new feature on the Hub: Favorites!
You can now add resources to your favorites, and organize your favorites into collections!
You can check out the details in our official announcement!
its definitely possible. I dont have time to sadly. Blender isn't really the right place to start though its way too big and slow to load in typically. FBX might be ok at runtime.
A big problem is most of the file formats rely on some kind of c or c++ dll under the covers which becomes a huge...
uncheck convex collider and you should be good. Some meshes can't create complete convex colliders which causing unity to get very confused and lag a lot.
It can be used with any CUA that has bones attached. The bones are defined in unity at the point when the asset bundle is created. So yes depending on if the clothes have bones. If the clothes dont have bones, you can use the XPS loader plugin to load clothes which have bones and then pose them...
- Added more multi-effector option for CCD and FabbrIK. Meaning you can have more fine grain control on one long chain of transforms. Requires a minimum of 3 transforms per effectors.
- Added more complex Arm and Leg IK options. Allowing for 4 bone options. Largely works better than the limb...
So this has been a persistent issues quite a few folks have encountered and I hadn't had time to replicate the issues until recently. IKCUA stores all the info it needs to know about the IK setup of a scene in one long comma delimited string per IK type. This bug is actually a problem where when...
Hi, this is awesome.. sadly ive had about zero time to work on any VAM stuff in the past few months as work has cranked up again. I'll see if i can find sometime at the weekend to take a look but sadly i cant promise anything.
that said the code is sitting in github if you're feel adventurous!
They actually already use the VAM default shaders so no need to vamify them.
If they appear faded its probably because they are using the transparency shader based on how the setting is in the XPS file, which has less features than the regular shader. In some later version I'll give the option...
Yes it should work, i had a look earlier and the bones are all there but they are named in german so you might want to get your google translate out. Use full body skeleton and play around with the options. Check where the lines are drawn and you'll get an idea. Apparently oberschenkel means...
The filtering on bones is to ensure the setup is actually valid. If you can see bones but cant reach them due to the filtering it means the skeleton isn't rigged correctly. However, if you want to add bones manually you can just manually edit the JSON file pretty easily.
In terms of bending...
Glad its working out well. Just a shame it took me so long to find time to actually port it.. I wrote most of this code 5 years ago.
That said I've been pleasantly surprised at how well the environments come in, esp. with my current dev branch of code which has better environment colliders.
Yeah its definitely a feature i could add. I'd originally gone with the simplest implementation(eg just a single path to traverse) to make it easy for folks to use. But I could do something like start/end bone segments within a hierarchy and then add effectors at each end bone. Is that kind of...
You're changing the json value but not the actual transform position. Try this:
rightHandStorable.transform.position = new Vector3(jointPositions[10].x, rightHandStorable.transform.position.y, rightHandStorable.transform.position.z);
Assuming your setting a global postion. If its local then...
The BVH plugin does something similar. First you have to check that the IK has been fully setup. I do this in post restore as i know all the atoms will have been spawned then. Have a look at this code:
https://github.com/imb101/VAM-BVH-for-IKCUA/blob/main/BVH4IKCUA.cs#L475-L500
Once that is...
Transparency was a huge pain to get even partially right sadly. There's a bunch of culling options in XNAlara which I've not gotten around to implementing that I believe fix these kids of issues. Many models are setup correctly so dont need them.
At some point when I get time I'll add them...
So the way the FABBRIK and CCD solvers work is to try and find a path to the last transform. As soon as there's multiple paths it's not sure which to take it stops and assumes that's the end of the hierarchy. I did put in logic to say if you've got 2 children and one has more children and the...
Glad you're enjoying it. Assuming you've attached IK to the XPS model you can animate by adding a timeline plugin to each node. I'm working on making the whole thing a bit more timeline friendly so you can do it just from one plugin instead of 12. But you can, even in the current version, get...