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Yeah, I went and checked your scene to see how you had it set up so I could do the same thing. I’m really shocked too, I was certain having more than one duplicate subscene would just break everything. I haven’t messed with the weight settings yet, but I’ll have to start screwing with that now...
Just messing around more and think I found where I was going wrong. I was renaming the ik atoms to make it easier to identify. It was breaking them. Now it works!
I’m confused by this. It seems like if I’m using creator’s assets that use this plugin they will function but if I try to add them to a CUA myself they just unlink when I save/reload.
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This is really good advice. Thankyou. I’ve also read on here before that you can have multiple vam installs. If that’s the case, could you potentially have a special version of vam for a specific scene you want to create/use, with the just the plugins and asset VARs that you’d need to run it...
Looking into it more I’ve noticed there’s an atom named CameraIgnoreColliders. Can you explain how this works? I think it may be what’s causing my scene to slow down. I see the target_dance atom is parent linked to it, but I’m not sure what I’m missing.
Hey this is truly awesome. Thanks. I tried setting up my scene with your plugins just like in this demo and it works! The only thing is that framerate drops insanely on it scene once I activate the 3rd person cam with the plugin. Your demo runs great but the scene I'm screwing with doesn't. I am...
That's the best way. Anyone struggling with it, just check the dance mode box and play with the sliders. It's not hard to make a decent walk animation and the more you tune it the better it gets.
Has anyone tried using this plugin to make a third/first person game? Right now I have 5 UI buttons that trigger 4 directions and one more UI button for a stop command. I have a empty atom parented to the person's control atom so that it follows and acts as a camera using embody. The four...
I've also noticed that custom looks, when applied with new morphs can completely reset to a base model with the morphs applied without the custom look after a scene load. I am thinking this happens when I rename the person atom to something other than it's original name from the original...
Thank you for explaining. This is what I have found as well. And that’s exactly why it’s so frustrating. “It works well until it doesn’t” Haha. I’ve kind of reverted to just animating the CUA manually in timeline matching it with whatever movement I’m trying to get. I’ve had some luck using...
I'm not really able to post a vid of this so I created a simple scene for it. If anyone's interested in digging in there and giving their opinion on how it's a decent solution (or isn't) I'm all ears.
Okay, good luck. Just throwing ideas out there, but you can also try adding a second cua that is the same object but always parented to the hand that gets turned on by a trigger. I’ll try to find a minute to try that myself and post a vid if I get any good results
Any updates on this? How well does timeline work for parenting objects when you are running multiple sequences? I’ve been finding I have issues which I assume are do to frames missing when I have one of these animations cued after another one plays. It seems to work fine when I play an animation...
Just curious how this pose in the thumbnail pic looks so clean. When I attempt to pose a futa model in a similar position the balls have this really ugly 90 degree elbow thing going on. Is there a morph you use to correct that?