Asking IA some ideas VAM2

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Jan 4, 2025
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Question: for this version its can be possible make a flex skin, jiggle and like pinch and skin go elastic

Respond: In the current VaM version, you can create a convincing fake, but not full realistic skin simulation.

  • Jiggle: Yes. Use built-in female soft-body controls, clothing physics, or plugins.
  • Flexing: Yes, with morphs driven by animations, collision triggers, or a plugin.
  • Pinching: Partly. A plugin can detect contact and activate pinch morphs.
  • Elastic skin stretching: Only approximately. You need custom morphs or a custom mesh with blendshapes.
  • True skin deformation around a finger: Generally no. VaM’s normal Person skin is not a fully simulated soft-body surface.
A workable setup would be:

  1. Create Female/male-specific morphs such as compressed, pinched, pulled, and released.
  2. Use a collision-detection plugin to detect a finger or collider.
  3. Drive those morphs according to collision distance or pressure.
  4. Add jiggle physics after the morph deformation.
  5. Use custom textures or decals if the skin needs to show extra folds.
For example, contact could trigger a compressed morph, deeper penetration could increase it, and releasing the collider could smoothly return the morph to zero. This can look quite realistic from a distance, but it is a programmed animation—not genuine elastic skin physics. A developer would need to make a custom plugin plus male-specific morphs, or create a custom Unity/DAZ asset with soft-body simulation, to get closer to true pinching and stretching.

Yes—visually, VaM skin can be made to look much more organic and fleshy, with movement that resembles real soft tissue.

The most convincing result comes from combining:

  • Soft-body or jiggle physics for delayed movement.
  • Compression morphs when a collider presses into the body.
  • Pinch and stretch morphs for fingers or other contact points.
  • Collision detection to control how strongly the tissue deforms.
  • Smooth return animation so the skin slowly returns to its normal shape.
  • Detailed normal maps and subsurface materials to make the surface look softer.
It would feel like flesh visually, but VaM cannot provide real physical touch or fully simulate every skin fold. The current version would use a combination of physics, morphs, and plugins to create the illusion. A good custom Female and male body system could make the skin compress, jiggle, stretch, and recover much more naturally than the default model.

Question: another question about immerse VR with hand Tracking VAM2 could revolutionize new system grab object CUA, person, fabric?

Respond:

Yes—this could be one of the biggest improvements for immersive VaM interaction. CUA means a Custom Unity Asset, and a proper hand-tracking system could allow you to pinch, grab, move, and release CUAs, clothing, props, and body parts naturally.

The interaction would need several layers:

  1. Hand tracking maps your real fingers to a virtual hand.
  2. Finger colliders detect contact with the object.
  3. A grab solver decides whether you are touching, pinching, or firmly holding something.
  4. A physics joint or constraint attaches the object to your hand.
  5. The object responds according to its type:
    • Rigid CUA: moves with the hand.
    • Cloth: stretches, folds, and slides through the fingers.
    • Person/body: compresses or moves using collision and morphs.
    • Soft tissue: jiggles and deforms through physics or corrective morphs.
Parts of this already exist in VaM’s ecosystem. Current community tools include physics hands, proximity grabbing, cloth grabbing, selective clothing/node grabbing, and interactive simulated fabric assets. virtamate.com VaM2 could make these systems much better if grabbing, hand collisions, cloth simulation, and body deformation were built into one unified system instead of being separate plugins.

The main difficulties are:

  • Hand tracking can lose fingers when hands overlap or leave the camera view.
  • There is no real haptic feedback, so grabbing may not feel physically convincing.
  • Too many hand, cloth, body, and collider calculations can reduce performance.
  • A body needs special deformation morphs to look compressed or pinched; collision alone will not create realistic flesh.
  • Clothing must be designed for grabbing, with simulation points or constraints.
So technically, yes: VaM2 could support grabbing a CUA, person, or fabric in a much more natural way. But it will only feel truly revolutionary if VaM2 includes a reliable hand-tracking and grab framework at the engine level.

last question was respond:

That would turn VaM2 from a scene viewer into an actual interactive virtual environment.

A CUA smartphone or tablet could work as a handheld control device:

  • Touchscreen menus for loading scenes, poses, morphs, lights, and plugins.
  • Buttons and sliders manipulated directly with tracked fingers.
  • A virtual music player with playlists and volume controls.
  • Scene-specific settings stored inside the device.
  • Notifications or messages generated by the scene.
  • Different devices with different functions, such as a phone, tablet, laptop, or control panel.
A CUA camera could use the VR camera position to take a snapshot of an Atom Person, save it as an image, and display it on the virtual phone or laptop. A laptop could then show screenshots, scene images, or prerecorded videos on its screen. Technically, this could be done with Unity render textures, UI canvases, interactable colliders, and media-player components.

The most difficult part would be a fully functional laptop that runs arbitrary external programs. A safer and more practical design would be a virtual media system inside VaM2: approved video and image files appear in an in-world file browser, while the laptop UI remains part of the scene. A real web browser or external desktop would introduce performance, input, and security problems.

The ideal system would have three layers:

  1. Physical layer: hand tracking, grabbing, buttons, hinges, touch surfaces, and object collisions.
  2. Interface layer: menus, media players, camera screens, settings, and scene controls.
  3. Scene API: permission for the device to communicate with Atom Persons, clothing, lights, plugins, and scene state.
For example, taking a picture could trigger: hand presses the camera button → camera captures the current VR view → image is saved → the image appears in the phone gallery → the laptop can open it later. That kind of interaction would make virtual scenes feel like persistent spaces rather than passive animations.
 
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