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Yeah, the grabbing and yeeting things around when using hand tracking sucks.
Also, I tried full body, but despite having 5 trackers on my lower half only 3 showed up in VaM?
Thanks for this guide. I had already got the hand/finger tracking working in VRChat but didn't think to try it in VaM!
However... It doesn't work for me. I did all this but for some reason the fingers don't work individually, just the whole hand goes from flat to fist without the ability to move...
SlimeVR I have not tried, but the way you parent an atom to a tracker when I last tried it in VaM suggested you could easily use a SlimeVR tracker for an object. The drift on cheap IMU trackers would be a problem though. You really want Optical tracking (either inside out or base station) if you...
Odd, It worked for me. Not that I got the BVH to work in Unity (exporting it from blender did something odd).
Did you make sure you set the output to BVH instead of video and set the duration?
"My patch fixed this, only once it has been changed from 0.00 to another value it gets iterated through"
So I don't need to untick "preload morphs" on every Var and because that won't make any difference with your patch?
I mean, I still did it and load times are dramatically improved which is...
I saw morphs discussed at the start of this then no real conclusion.
hijku said:
One part that I can't understand: Why VaM with ~5k vars makes my scenes to have like 20-30 fps less than clean vam instance.
I understand that a lot of vars can slow down startup and loading times but why does it...
To put some numbers to the improvement I got...
I upgraded from a 3060 to a 4070 super. 3060 benchmarked at 90fps (gpu benchmark) and the 4070 super was at 184fps.
I was very happy with that increase.
Then I installed this patch. The 4070 GPU benchmark is now giving 218fps! That's the GPU...
I went through and unticked that preload on every var.
WOW.
what a difference. I didn't notice it so much in frame rate but I did notice it in everything else
load times are amazingly decreased. Not just initial opening VaM but menu operations later on.
It's worth it just for that. The whole...
VRRenderer has a BVH export option. That seems to work. I can load the exported anim in Blender.
I have not yet managed to export from Blender to FBX for Unity in a way that works, I get jittery broken animations with the avatar mangled and facing backwards.
I recently discovered there is an OPEN version of bHaptics hardware that you can put on an esp-wroom-32 dev board and build your own haptics devices.
I have started building a haptic vest but there is no reason you can't make a glove just as easily...
I asked this same question recently and didn't even get a reply. Now I know the VRRenderer has bvh export I am going to try it!
Ok, so you need to select BVH in the "video output" box. A bit odd, but yeah. Then it exports the animation instead of video. It goes into saves/vrrenders.
Make sure to...
Will this work with ANY game that has the Assembly-CSharp.dll file? Somebody here mentioned Shadow Of The Tomb Raider, but that doesn't seem to have it. However I did a search on my drive and found half a dozen games that do but none of them appeared to be the same file size.
This could be an...
Ah, good point. I get upscaling and frame interpolation from Virtual Desktop anyway so the scaling in VRPerfkit isn't that useful. The FFR however might give another nice boost in frames.
I might try it again with those settings and see if it works this time and doesn't give the jitter that...
Yes, true. However the contactsheet allows you to still use the controllers for movement and doesn't require special mounting for "another" box on your headset or chest.
It's just an option I thought people would like to know about. I personally don't want finger tracking that costs me the use...