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BodyLanguage

Plugins BodyLanguage

I found something interesting with hand control and BL. First off, the R/L labels in the atom Hand Control tab are reversed, which is confusing. The two states of interest in the finger control mode settings are Morphs, and JSONParams. Morphs is the default. When BL detects a HJ pose, and the action is enabled, that hand switches to JSON mode, and the regular finger pose morphs like grasp no longer work. That makes sense, because the active hand is supposed to be under BL control. The problem is, if both hands end up in JSON mode, then you can't pose the fingers on the inactive hand properly. I downloaded a complex BL scene with lots of poses. Some had HJ on the right, some left. Somehow both hands ended up in JSON mode, and the inactive hand wouldn't let me pose the fingers. Just FYI.
The mode is set back to Morphs as soon as the HJ ends. Not sure what issue that scene has. Saving/Loading a scene while in HJ can create issues in v71 though, because the scene remembers the state and BL restores to what is was before the HJ, which is also JSONs in this case. v72 always restores to Morphs.
 
The mode is set back to Morphs as soon as the HJ ends. Not sure what issue that scene has. Saving/Loading a scene while in HJ can create issues in v71 though, because the scene remembers the state and BL restores to what is was before the HJ, which is also JSONs in this case. v72 always restores to Morphs.
That's good info. I should be saving scenes without HJ active. The scene I was using was the Gruntled Apartment scene. A ton of poses in it.

If you're still working on v72, one request I'd make is to have the Apply first pose on level enter setting be persistent. It gets reset on scene load. That apartment scene has 5 levels...
 
hello cheesy,
first of all thank you very much for your plugin, i think it's great and i really like using it. thanks also for doing all this for free, i think your attitude is great, there should be more people like you!
i have a question regarding the gaze system. i have a scene where the system is not working properly, and so far i haven't figured out why.
both actors are constantly looking at me, (player) even though i have set the interest to zero. as soon as i set an additional target atom, an atom from the environment for example, they always look there, even if i set the interest to 0.01. if i set the interest to 0, they both look at me all the time again. the only thing that helps is to deactivate the target oclusion, then it works the way i want it to and they look at each other. but this setting is not saved in the scene though.
i have tried everything i could think of, tried different targets, reloaded the plugin, deleted the plugin and reinstalled it, saved the scene without the plugin and reinstalled it at the next start, with and without a hard reset, nothing... always the same result. do you have an idea why? it always works in the default scene, but in this one scene it just won't work.

Best regards
 
hello cheesy,
first of all thank you very much for your plugin, i think it's great and i really like using it. thanks also for doing all this for free, i think your attitude is great, there should be more people like you!
i have a question regarding the gaze system. i have a scene where the system is not working properly, and so far i haven't figured out why.
both actors are constantly looking at me, (player) even though i have set the interest to zero. as soon as i set an additional target atom, an atom from the environment for example, they always look there, even if i set the interest to 0.01. if i set the interest to 0, they both look at me all the time again. the only thing that helps is to deactivate the target oclusion, then it works the way i want it to and they look at each other. but this setting is not saved in the scene though.
i have tried everything i could think of, tried different targets, reloaded the plugin, deleted the plugin and reinstalled it, saved the scene without the plugin and reinstalled it at the next start, with and without a hard reset, nothing... always the same result. do you have an idea why? it always works in the default scene, but in this one scene it just won't work.

Best regards
First of all, thanks for the kind words! I'm glad you're enjoying it!

Is this your scene? Are you sure there are no objects with disabled materials or alpha set to 0 that could obstruct the view? Sounds like there are some.
The player is the fallback target if everything else is not in view or obstructed. If you add a target like an environment, even with 0,01 interest, they will look at it if nothing else is there to look at. The interest is a relative probability so to speak.
 
You're welcome. thanks for the quick reply! yes this is my scene, i'm sure there are no objects, i use the unity asset vamfire plugin for the environment and the cua superglue plugin, could it have something to do with it? i also have the glance plugin installed, but have already tried without it, unfortunately no success either. or maybe the Skin Microdetails plugin? If I deactivate this on the guy, he dissolves into the air and only his hair, his teeth and his eyeballs float in space😂
I'll upload the scene to the hub tomorrow, maybe you have a moment to take a look at it. I think it could be anything, I've tinkered around a lot:unsure:
 
Sorry if this has been covered before, but getting the attached error when 1st adding the plugin to a person atom in a relatively new scene.
Seems to be unable to load parts of the plugin such as Gaze, and parts of other bits like the FillMeUp Penetrator bit.
Pose Me tab also appears completely empty.

Any troubleshooting tips for this error? Not had it in the past and the plugin has worked amazing before in other scenes of mine.
(Im on the latest version, 71 in case that helps out)
 

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Sorry if this has been covered before, but getting the attached error when 1st adding the plugin to a person atom in a relatively new scene.
Seems to be unable to load parts of the plugin such as Gaze, and parts of other bits like the FillMeUp Penetrator bit.
Pose Me tab also appears completely empty.

Any troubleshooting tips for this error? Not had it in the past and the plugin has worked amazing before in other scenes of mine.
(Im on the latest version, 71 in case that helps out)
You can change that afterwards.
 
hi cheesy, i hope you are well?
I uploaded the scene. I “fixed” it provisionally by adding some invisible spheres and selecting them as targets. it doesn't work badly that way. but i'd still be very grateful if you had some time, you could take a look at it and tell me what i did wrong. So i can do it better next time.

Kind regards

 
This error occurs sometimes in larger body language scenes. After the error occurs, Body Language will no longer function properly in that scene, even if you try to reload it.
EDIT: Oh all atoms have to be on. My bad

Code:
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze+Ass..ctor (CheesyFX.Person person, System.String side) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze.RegisterPerson (CheesyFX.Person person, CheesyFX.Gaze gaze) [0x00000] in <filename unknown>:0
  at CheesyFX.Person.Init (CheesyFX.CapsulePenetrator penetrator) [0x00000] in <filename unknown>:0
  at CheesyFX.FillMeUp.AddPenetrator (.Atom atom) [0x00000] in <filename unknown>:0
!> System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.GetSceneContent (Boolean init) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.Init () [0x00000] in <filename unknown>:0
!> System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze+Ass..ctor (CheesyFX.Person person, System.String side) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze.RegisterPerson (CheesyFX.Person person, CheesyFX.Gaze gaze) [0x00000] in <filename unknown>:0
  at CheesyFX.Person.Init (CheesyFX.CapsulePenetrator penetrator) [0x00000] in <filename unknown>:0
  at CheesyFX.FillMeUp.AddPenetrator (.Atom atom) [0x00000] in <filename unknown>:0
!> System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.GetSceneContent (Boolean init) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.Init () [0x00000] in <filename unknown>:0
!> System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Transform].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze+Ass..ctor (CheesyFX.Person person, System.String side) [0x00000] in <filename unknown>:0
  at CheesyFX.Gaze.RegisterPerson (CheesyFX.Person person, CheesyFX.Gaze gaze) [0x00000] in <filename unknown>:0
  at CheesyFX.Person.Init (CheesyFX.CapsulePenetrator penetrator) [0x00000] in <filename unknown>:0
  at CheesyFX.FillMeUp.AddPenetrator (.Atom atom) [0x00000] in <filename unknown>:0
!> System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Person] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.GetSceneContent (Boolean init) [0x00000] in <filename unknown>:0
  at CheesyFX.PoseMe.Init () [0x00000] in <filename unknown>:0
 
This plugin is so nice, you don't need to make any animations and you can setup simple scenes very quick. Thank you for your hard work.

I would like to ask, which piece of the plugin set is cpu/gpu heavy? When I add BodyLanguage.cslist to single person atom.. my frame drops from locked 60 to approx 30... having 5 other person atoms in the scene without any plugins on them...

I have i7-14700K cpu, 32GB of ram and RTX 4070 Ti Super GPU... not sure why the fps drop is so drastic just by adding the script list to person atom...
I use VaM in desktop mode.

I am also using this: https://hub.virtamate.com/resources...to-30-faster-physics-up-to-60-more-fps.43427/
 
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hi cheesy, i hope you are well?
I uploaded the scene. I “fixed” it provisionally by adding some invisible spheres and selecting them as targets. it doesn't work badly that way. but i'd still be very grateful if you had some time, you could take a look at it and tell me what i did wrong. So i can do it better next time.

Kind regards

Hey, I'm doing fine, thanks!

I had a quick look at your scene. The main issue with the Gaze is that you run Glance in parallel. They are not compatible. It should be obvious that two plugins trying to control the eyes will interfere, right? You can see that while he's standing close to her. She is looking at the vertices of the sphere you placed between them, but only with her head. The eyes look somewhere else dictated by Glance. Also, Glance resets some internals every few seconds, which results in an eyes-snap if Gaze is running, too.
Please use either one or the other. If you want Glance, disable my Gaze and install Glance afterwards. If you want the Gaze, never install Glance or reload BL if you already did.

Furthermore, I got a constant error spam from FillMeUp. Not sure if this is due to the really long loading and reference confirmations I had to click, or because you are replacing most of my features with other plugins and made some errors along the way.

Another thing: You shouldn't use my standalone WorkOut plugin. It is outdated and replaced by the module of the same name inside ShakeIt.

EDIT: Oh, and now my camera is scewed. Is this intended?
1733509095643.png
 
This plugin is so nice, you don't need to make any animations and you can setup simple scenes very quick. Thank you for your hard work.

I would like to ask, which piece of the plugin set is cpu/gpu heavy? When I add BodyLanguage.cslist to single person atom.. my frame drops from locked 60 to approx 30... having 5 other person atoms in the scene without any plugins on them...

I have i7-14700K cpu, 32GB of ram and RTX 4070 Ti Super GPU... not sure why the fps drop is so drastic just by adding the script list to person atom...
I use VaM in desktop mode.

I am also using this: https://hub.virtamate.com/resources...to-30-faster-physics-up-to-60-more-fps.43427/
Thanks man :)

Almost everything is cpu driven, except maybe the morphing (mainly expressions), but this is only done on the plugin holder.
The feature that scales the most with person count is the Gaze. Each person has many targets and BL has to check their visibility every time a new target is to be choosen. By default only in respect to the plugin holders view, but the amount of computations needed rises linearly with the amount of Gaze-clients enabled. You can enhance the performance by disabling Target Occlusion in the Performance tab. The cost of Sub Target Occlusion does scale with the client number, but not with the sheer amount of other persons in the scene. Target occlusion scales with both in a quadratic fashion: 6 clients means 36 times the work. This factor is further multiplied by the amount of mirrors you have in the scene (glass & reflectives), because for each mirror there has to be checked if the image of any real target is visible to client X (virtual target). You can disable mirror functionality as well.

If you only have one client, I don't think that this could cut your fps in half. If anything, it should cause some hicups cause the computations are only performed once in a while (Target Time). If you have multiple clients it possibly could, because the Subtarget Occlusion has to be checked every physics update.

6 persons really is a lot and I wonder how you get those fps, even without any plugins. Are you running in 1080p?
 
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Thanks man :)

Almost everything is cpu driven, except maybe the morphing (mainly expressions), but this is only done on the plugin holder.
The feature that scales the most with person count is the Gaze. Each person has many targets and BL has to check their visibility every time a new target is to be choosen. By default only in respect to the plugin holders view, but the amount of computations needed rises linearly with the amount of Gaze-clients enabled. You can enhance the performance by disabling Target Occlusion in the Performance tab. The cost of Sub Target Occlusion does scale with the client number, but not with the sheer amount of other persons in the scene. Target occlusion scales with both in a quadratic fashion: 6 clients means 36 times the work. This factor is further multiplied by the amount of mirrors you have in the scene (glass & reflectives), because for each mirror there has to be checked if the image of any real target is visible to client X (virtual target). You can disable mirror functionality as well.

If you only have one client, I don't think that this could cut your fps in half. If anything, it should cause some hicups cause the computations are only performed once in a while (Target Time). If you have multiple clients it possibly could, because the Subtarget Occlusion has to be checked every physics update.

6 persons really is a lot and I wonder how you get those fps, even without any plugins. Are you running in 1080p?
3 female 3 male so I guess males without hair do not coun't much? I am running in 2k, but resolution doesn't change much in my case, I can go down to minimalistic window, and fps won't go up, this has to be CPU bottleneck..
 
hello cheesy,
thanks for taking the time, i really appreciate it. i replaced workout, i uninstalled the glance plugin and reloaded BL. That alone didn't have the desired effect though. So i uninstalled the skin microdetails plugin, with partial success. the guy now mostly looks at the woman, but the woman still looks into the cam all the time. Is the gaze broken now because i installed the glance plugin?
i can't explain the errors, the fill me up system has always worked flawlessly for me, the only thing i have deactivated is the x- ray, i would never try to replace these functions, they are just perfect!
the problem with the skewed cam has never occurred in this scene before, i had this problem in another scene and i think it was caused by the embody plugin. when i deactivated the embody the cam was skewed. i fixed it with your pose me by loading a pose with a cinematic cam mode, after that the cam was straight again.
Thanks you for your information, i will take this into account in the future and do it this way

greetings
 
awesome plugin btw. great work.

just thinking out loud regarding vammoan2teaser plugin.

I've got it working in BL by disabling BL voice and in ReadMyLips under stimulation triggers i have one in "on value changed" to set vamm2 arousal to that of BL stimulation and a toggle button (vamstory action) to turn thrust on/off and set vamm2 state to moan from breathing and vice versa. seems to be working nice.

wondering though if anyone else has messed around with this and has any more tips or ways to get it working great in BL.

currently trying to sort out the "one liners" to fire off randomly maybe adding it to touch triggers and logicbricks, i don't know yet. anyone any thoughts about this?
 
awesome plugin btw. great work.

just thinking out loud regarding vammoan2teaser plugin.

I've got it working in BL by disabling BL voice and in ReadMyLips under stimulation triggers i have one in "on value changed" to set vamm2 arousal to that of BL stimulation and a toggle button (vamstory action) to turn thrust on/off and set vamm2 state to moan from breathing and vice versa. seems to be working nice.

wondering though if anyone else has messed around with this and has any more tips or ways to get it working great in BL.

currently trying to sort out the "one liners" to fire off randomly maybe adding it to touch triggers and logicbricks, i don't know yet. anyone any thoughts about this?
Hey and thanks! :)

The long-term-goal is to switch to VAMMoan2 sounds natively, but that's a lot of work.
You can do what you did, but you'll miss out on some features, e.g. moaning on occasions like slaps and randomized moans. The voice of BL is not only driven by the stim value alone.
 
Thanks for the reply. looking forward to your integration.

still mucking around till then and ive set vamm2 arousal to be a value of around 20 more than BL stim and random moans enabled in vamm2 with values 8/14 that gives a somewhat better sync (for want of a better word?) with the thrust speed.

Also ended up queuing around 30 vamm2 random one liners by accident but actually, it played extremely well right before an orgasm triggered. still not sure how best to do the one liners though to feel more naturally placed/timed.
:unsure:

not too fussed with slaps personally, not my kink but reminds me, does BL stim respond to touches/strokes/caresses (on her back and head for example) out of the box without having to enable it through touch triggers myself ?

one other thing i was trying to work out was a way to make a button edge the characters stim up a few values with each click (stimvalue + 0.10) all i could do was set it to an absolute value. im aware that's more of a general vam question though.
 
Im pretty sure this plugin messes up the atoms eye target tracking, it forces the atom to look at a specific point when Gaze is turned off
 
Hi CheesyFX! I found something else incomprehensible, at some point the head and pupils stop, the gaze remains fixed on some object and no longer disconnects from it, the character gets stuck, either restarting the plugin or the entire scene helps. If there is a male character in the scene and he is included as a client in the Gaze, then the Gaze continues to work on the man even though the woman is stuck. Unfortunately, this is all the information that I have, Body Language does not produce any messages or errors, I can only share an observation, I suspect that this happens due to a change in the woman’s posture and I suspect that due to the posture when the body is moved to a horizontal position, although this there may be nothing to do with it. Thank you, your work is inspiring!

In addition to seeing the same issues with blowjobs and the new Gaze funtion that HotHead mentioned I also noticed that it my girls during a dildo pose seem waaaay to fixated on the dildo no matter what I change in any parameters, completely ignoring every other potential gaze target even when the Interest slider for the dildo is set to 0.

Did either of you find a solution. hotheads kinda seems connected.

for me I have nothing in my scene apart from Character, dildo, Lights, vamstory actions.

interest settings for herself and the dildo are 0. interest settings for camerarig(and vrhands) are 1.00

there is absolutely nothing you can do when she gets fixated on the dildo.

what I have noticed it only happens if she has clear view to the tip and mid section it seems. even though she can see the base area she wont fixate on that. the fix for me is hide the sausage.

it looks like it begins slightly when the dildo gets near to the VAG then shes completely fixated during the thrusting and absolutely nothing I can do to get her to look at the camera rig will work. focus now doesn't help and the character immediately looks at the dildo again. it might be important but same pose just switching to anal she will never fixate even with line of sight to tip and mid section.

have a look at my super duper high tech diagram. thrusting within the green area = good. thrusting within red area = bad.
bl-gaze-issue.png
gazesightline.png
 
Did either of you find a solution. hotheads kinda seems connected.

for me I have nothing in my scene apart from Character, dildo, Lights, vamstory actions.

interest settings for herself and the dildo are 0. interest settings for camerarig(and vrhands) are 1.00

there is absolutely nothing you can do when she gets fixated on the dildo.

what I have noticed it only happens if she has clear view to the tip and mid section it seems. even though she can see the base area she wont fixate on that. the fix for me is hide the sausage.

it looks like it begins slightly when the dildo gets near to the VAG then shes completely fixated during the thrusting and absolutely nothing I can do to get her to look at the camera rig will work. focus now doesn't help and the character immediately looks at the dildo again. it might be important but same pose just switching to anal she will never fixate even with line of sight to tip and mid section.

have a look at my super duper high tech diagram. thrusting within the green area = good. thrusting within red area = bad.
View attachment 440910
View attachment 440912
Unfortunately not, still waiting to see if there's either work around or direct patch to fix it.
 
Did either of you find a solution. hotheads kinda seems connected.

for me I have nothing in my scene apart from Character, dildo, Lights, vamstory actions.

interest settings for herself and the dildo are 0. interest settings for camerarig(and vrhands) are 1.00

there is absolutely nothing you can do when she gets fixated on the dildo.

what I have noticed it only happens if she has clear view to the tip and mid section it seems. even though she can see the base area she wont fixate on that. the fix for me is hide the sausage.

it looks like it begins slightly when the dildo gets near to the VAG then shes completely fixated during the thrusting and absolutely nothing I can do to get her to look at the camera rig will work. focus now doesn't help and the character immediately looks at the dildo again. it might be important but same pose just switching to anal she will never fixate even with line of sight to tip and mid section.

have a look at my super duper high tech diagram. thrusting within the green area = good. thrusting within red area = bad.
View attachment 440910
View attachment 440912
I've fixed this, but the new version isn't ready for a release yet.
 
your plugin is just incredible, for me it's the best by far! don't you have a patreon where we can support you? and I have a question, would it be possible to export animations made via body language to unity or Blender?
for example, I don't know if it's possible to record what the script does on the "timeline" plugin, and then export this animation in FBX or something else?
 
your plugin is just incredible, for me it's the best by far! don't you have a patreon where we can support you? and I have a question, would it be possible to export animations made via body language to unity or Blender?
for example, I don't know if it's possible to record what the script does on the "timeline" plugin, and then export this animation in FBX or something else?
Thanks my friend! But no, I don't have a patreon. I do this for fun, not for the money. If you want to support me, leave a rating and a reaction. Thanks for the offer tho :)

First, recording to Timeline is not an option because timeline only cares about the controllers and in BodyLanguage everything is done by forces acting on the rigidbodies. You can see that the controllers are static during animation. They only change with the pose.
Second, if you want to use the animation in external programs like blender, the controllers are meaningless as well. What counts are the bone transforms. So even if you had a timeline animation it wouldn't help much.
Technically, one could write a plugin to store all bone transforms with their respective timestamp every frame, maybe even directly to an fbx, although I have no clue about the fbx format. But I think this would result in a huge performance hit, considering you had to write 84 bone positions and rotations per person per frame to an external file not in RAM. Plus all effects of the physics meshes or morph driven stuff like TittyMagic/Naturalis & ShakeIt will be lost. It would look no where near of what you see in VAM.

BTW: If you already like it that much, stay tuned for v72. It will be at least 50% better than v71, with lots of bug fixes and improvements, but also fluid, fully automated transitions between the poses. This is a total game changer I can assure you!
 
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