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Some people warned me about the morphs not being tagged as "pose" which caused the eyelid morphs a few small annoyances such as being saved in the appearance preset etc.
Sorry, I've been aware of this issue for some time but dalayed it, reason being some personal and work issues I've been...
PATCH NOTES
Modified the head morph slightly to be more accurate, those regions are just the jaw and cheeks. The first head morph version is still present in the var as "emiHEAD_v1" if you need it.
Added secondary body morph "EmiBODY(default_height)"
Added a secondary appearance preset...
Emirby look, includes the look scene, 2 subscenes, custom morphs for the look and facial expressions, appearance preset, textures, and plugin preset for EyelidBehavior plugin.
Special thanks to Ashen Ryder! For giving me so many useful advices on technicalities and general feedback.
Credits...
A package containing modular hair parts for 2 hairstyle presets:
1 loosy style
1 ponytail style
These hairstyles were specially made for the paid-look I'm publishing; "Emirby", but the hairstyle themselves are available for free under CC-BY-NC license.
Commercial usage is available exclusively...
This is a small update where I fixed an annoying problem I noticed on the hip line:
The geometry had a small bulge caused by the original Blender clothsim stage of the model, it looked unnatural in vam, specially when the hip-thigh joints bent to extreme levels. So I went back to Blender and...
Or 1 hour, lololol! The eyelid morphs are available on my end here on the Hub too. ;)
Thanks for the coop, buddy. <3 I'm already using the plugin/morph combo on my upcoming look and the eyes are ridiculously better already!
a set of 4 eyelid morphs that should work with Stopper's "Eyelid Behavior Editor" plugin newest update for the horizontal axis:
https://hub.virtamate.com/resources/eyelid-behavior-editor.38274/
1. install and load Stopper's "Eyelid Behavior Editor" plugin on your character
2. click on "Load...
This version was focused on the undressing physics, it's using a new simulation map that is clamped at 95% pin strength, which means you can use the undress button and no vertex will stay permanently pinned.
I also merged the strings mesh to the pants, so the strings won't disconnect when...
I think I painted the sim map too red on the waist, can't undress that region, not really a big deal for me but if anyone get frustrated over this, then please send me a message here or on discord and I'll update with proper simulation map.