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BodyLanguage

Plugins BodyLanguage

The head shake can be disabled in the Ahegao tab of ReadMyLips. You can also disable the emotes, and other individual features of Ahegao. I prefer to have the eyes crossed, the tongue out, and the legs shake, but not the rest of it.
Yeah I've done that and tbf it's still a really good simulation without the head, but a part of me feels like I'm missing out on all the aspects of this fantastic plug in if I can't get a chick to throw her head back in extacy 😂
 
Yeah I've done that and tbf it's still a really good simulation without the head, but a part of me feels like I'm missing out on all the aspects of this fantastic plug in if I can't get a chick to throw her head back in extacy 😂
That can be done with the dub.force plugin. You can set a trigger on orgasm start that puts a rotation on the head with a long cycle time. When the orgasm stops, the force stops. That's 2 triggers.
 
That can be done with the dub.force plugin. You can set a trigger on orgasm start that puts a rotation on the head with a long cycle time. When the orgasm stops, the force stops. That's 2 triggers.
Ooof. Might be a bit above my technical knowhow currently, but I'm learning a lot. Thanks for the suggestion, I'll deffo check that out.
 
That can be done with the dub.force plugin. You can set a trigger on orgasm start that puts a rotation on the head with a long cycle time. When the orgasm stops, the force stops. That's 2 triggers.
That's actually the same as the ahegao head is doing, except your trigger isn't aware of secondary things that have to be dialed down, like the gaze force. So this is not a good "workaround". The shaking will be even more likely to occur, or it won't be noticeable at all because the gaze is working against it. On top of that, the head will snap back abruptly if you just disable the dubforce on orgasm finish.
Almost all of the features in Bl have to be aware of each other and it's never a good idea to disable the native one, trying to replicate it through other means.
 
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You can change expressions using the OnPoseEnter/Exit triggers if you really need to.
So I've tried this and... I can't?
Trigger let me reach the loadPreset call except I can't have any parameter specified to tell it what to load. I see you've made your own ExpressionIO plugins in 2022 (although I am unclear what it does the Morph Preset tab doesn't). Can't have it load what I want either.
AFAICT the only way to have actual expression control associated to pose switch is through Timeline - saving them in the pose itself. Did I miss something? I'd like to avoid having to use Timeline while using BL. Any idea?

Edit: in fact even using Timeline won't work as it's limited to one timeline and for expression that would be a huge PITA to have to store animation just for combination of expression for the two characters. The loading itself work albeit brutally.

Edit 2: it works with Extralodeus Expression Randomizer.
 
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So I've tried this and... I can't?
Trigger let me reach the loadPreset call except I can't have any parameter specified to tell it what to load. I see you've made your own ExpressionIO plugins in 2022 (although I am unclear what it does the Morph Preset tab doesn't). Can't have it load what I want either.
AFAICT the only way to have actual expression control associated to pose switch is through Timeline - saving them in the pose itself. Did I miss something? I'd like to avoid having to use Timeline while using BL. Any idea?

Edit: in fact even using Timeline won't work as it's limited to one timeline and for expression that would be a huge PITA to have to store animation just for combination of expression for the two characters. The loading itself work albeit brutally.

Edit 2: it works with Extralodeus Expression Randomizer.
I don't follow. The PoseEnter/Exit triggers are vanilla VAM triggers. They can do everything a "normal" trigger can do. Either adjust the morphs directly using Person>Geometrie>morphUid or load a preset from a path.
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ExpressionIO only (re)stores expression morphs, while morph presets or timeline store every pose morph including my bulge, gape, breathing, all of ShakeIt, TittyMagic and so on.
 
Choose file doesn't appear here. In fairness, it didn't either in Timeline or in VAM proper's trigger tabs.
 
1.22.03

EDIT - I got it. There is a "Load preset" and a "Load Preset With Path" that I had missed.
It's for the better though bc Extralodeus does a better work of switching smoothly.

As for Expression IO it doesn't have the "load" accessible in the trigger menu. But again, not sure I need it.

What I'd really need is expression in Pose Me ngl :D
But hey. This is workable.
 
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@kirthgersen the Vam triggers will only show you a morph that is in your favorites. You select "geometry" instead of something on the atom like clothes or a specific body part. When you have geometry selected, then you have to filter for the morph you want, because the list is too long. If you need multiple morphs, then the preset approach is the way to go.
 
Can you unlock enable/disable for FillMeUp please ? (its for Editing Scene that not use body language to work).
No. Disabling it won't have the effects you might think it has. FMU is core, which means a lot of features in the other modules depend on it.
If the scene does not rely on BL you typically don't want the forces. So go ahead and disable them. The rest should be non-disrupting.
 
No. Disabling it won't have the effects you might think it has. FMU is core, which means a lot of features in the other modules depend on it.
If the scene does not rely on BL you typically don't want the forces. So go ahead and disable them. The rest should be non-disrupting.
The reason i asked was because i want all the stuff from TouchMe & ReadMyLips, all the Trigger & XRay Stuff from FillMeUp but not the Auto-Thrust of it.
 
The reason i asked was because i want all the stuff from TouchMe & ReadMyLips, all the Trigger & XRay Stuff from FillMeUp but not the Auto-Thrust of it.
So is this resolved now?
Or does the scene contain BL, but with FMU disabled and you want it enabled? Reload BL in this case (triggers will be lost) or edit the json.
 
Hi Cheesy, sorry for bothering you so much, but it irritates me to have such a good and powerful plugin like yours (BodyLanguage/FillMeUp) and not know how to use it for what I personally intend (not commercial). But I think I have accidentally discovered the key to the matter. In the FillMeUp UI Manager when you are configuring the triggers for each hole/hand you can add triggers that each count as more speed/depth level, right? Once you have set the triggers you want, you just have to associate the triggers with a UIButton using the button actions. Is that so?
If so, I would like to know which trigger is best to control the FillMeUp triggers.
If not, I am attaching a couple of images (screenshots) and a video so you can see where I am stuck.
Thank you very much for your great work. I will not stop in my efforts to learn to master YOUR machinery.
Desktop Screenshot 2024.10.22 - 01.19.27.10.png
Desktop Screenshot 2024.10.22 - 01.19.52.38.png

 
Hi Cheesy, sorry for bothering you so much, but it irritates me to have such a good and powerful plugin like yours (BodyLanguage/FillMeUp) and not know how to use it for what I personally intend (not commercial). But I think I have accidentally discovered the key to the matter. In the FillMeUp UI Manager when you are configuring the triggers for each hole/hand you can add triggers that each count as more speed/depth level, right? Once you have set the triggers you want, you just have to associate the triggers with a UIButton using the button actions. Is that so?
If so, I would like to know which trigger is best to control the FillMeUp triggers.
If not, I am attaching a couple of images (screenshots) and a video so you can see where I am stuck.
Thank you very much for your great work. I will not stop in my efforts to learn to master YOUR machinery.View attachment 421708View attachment 421706
View attachment 421709
I'm sorry to say that, but this is completely wrong. Triggers are only useful if you want to drive other things in your scene based on the values measured by BodyLanguage, like e.g make a dildo more red the deeper it goes.
All adjustments to the animations have to be made inside the "Forces" tab of each orifice. Please see the overview page for a short description of the values found there.
 
Ok.
So it definitely means that the speed and depth of penetration, whatever the model's orifice in question is, if I want to increase it to make it look like sex is going faster and harder, depends on the animations right? BodyLanguage only controls the "behavior" parameters to make the model look more sensitive and the scene much more realistic. Sounds to me like I need to learn how to use the Timeline plugin first.
 
Ok.
So it definitely means that the speed and depth of penetration, whatever the model's orifice in question is, if I want to increase it to make it look like sex is going faster and harder, depends on the animations right? BodyLanguage only controls the "behavior" parameters to make the model look more sensitive and the scene much more realistic. Sounds to me like I need to learn how to use the Timeline plugin first.
No. The "animations" I was talking about aren't actually animations in a timeline sense. The movement is produced by forces, whereas in timeline the controllers are repositioned. BL can produce any kind of movement without having to use timeline.
Go to these tabs and adjust the settings there, like I said previously.
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If you don't mind, I have copied and pasted all the parameters shown in the general description, and I have translated them to my language (Castilian Spanish) and then I have copied the translation to the PC's notepad to have, as you advised me, a cheat sheet for reference. No more writing to you and bothering you when you have to answer others who are also a bit lost. I am not going to divulge any of the parameters, it is just for reference. Now, with the clues you have given me, everything is based on trying and trial and error, and so on until I manage to adjust it to my preferences. When I get it, I will let you know. At least that way you will know that you have one grateful user and one less annoying person to advise.
Cross the fingers for me! 😉.
 
Sorry if duplicate question but there is no way to ignore player for gaze? Switching PlayerFace interest to 0 not help
 
Sorry if duplicate question but there is no way to ignore player for gaze? Switching PlayerFace interest to 0 not help
Haha, duplicate? I answered this like 10 times already. But np, I'll do it again:
The player face is the fallback target if nothing else is visible, regardless of the settings. Use e.g. an environment to always have something to look at.
 
hey I have got a question/bug report

I've noticed that sometimes whenever I have embody on a male atom and I have the female atom Focus onto the Male atoms head using "Gaze" from Body Language. that the gaze breaks.

Afterwards no matter how many times I press on focus the female atom does not seem to want to focus on the males face.

or is there a better way to get the same result?

Thanks!
 
Is there a maximal amount of poses for poseMe? It stopped working for me in a more complex scene and doesn't load properly anymore ...
 
Is there a maximal amount of poses for poseMe? It stopped working for me in a more complex scene and doesn't load properly anymore ...
No, I have a scene with close to 200 poses. The loading takes a while but it works.
 

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