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BodyNet (Free)

Demo + Lite BodyNet (Free)

Demos or "Lite" versions of Paid Content
Do you have specific questions? Let's take it step by step:
  1. Open the scene that comes with the plugin
  2. Press U to toggle the UI on
  3. Press E to enter edit mode
  4. Select the female atom called "source"
  5. Go to the "Appearance Presets" tab
  6. Select and load the look you want to match the bone structure of
  7. Select the female atom called "target"
  8. Go to the "Appearance Presets" tab
  9. Select and load the look you want to adjust
  10. Press "Female Replaced"
  11. Press "Apply" or "Refine / Train"
I hope this helps.
excellent, very well written step by step instructions, thank you
 
TBD updated BodyNet (Free) with a new update entry:

1.31

Attention: please restart VAM after updating BodyNet. Otherwise, VAM will continue to use the previously loaded dll.

changelog v1.31
Improvements
  • Major rework of how the plugin determines the body to head ratio. It's using collider positions with pose compensation instead of skin vertices now, making the algorithm work in any pose.
Bugfixes
  • ...

Read the rest of this update entry...
 
i am new to this so excuse me. Can anyone tell me how to use the Body Net plugin. As far as i understand you load the look of the character you want to replace, go into edit mode, select the atom, go to plugins and select the body net plugin. But after that i get an error and an stuck. what did i do wrong? open custom ui is empty
 
i am new to this so excuse me. Can anyone tell me how to use the Body Net plugin. As far as i understand you load the look of the character you want to replace, go into edit mode, select the atom, go to plugins and select the body net plugin. But after that i get an error and an stuck. what did i do wrong? open custom ui is empty
Please take a look at the overview page. If the guide there doesn't help, there are step by step instructions four posts above you. In a nut shell, you need to use the scene the plugin comes with instead of adding the plugin yourself.
 
I was able to use this at first and than it would not load the second time and loading freezes at "Paused-Waiting For: Scene Load"

error message:

!> TBD.BodyNet encountered an error: Value does not fall within the expected range.
at a.P.A (TBD.BodyNet.BodyNet ) [0x00000] in <filename unknown>:0
at A.P+A.A () [0x00000] in <filename unknown>:0
at A.B.A (System.Action ) [0x00000] in <filename unknown>:0

Also, this was not created: "Saves/PluginData/TBD/BodyNet/network.json"

If I do a search for all "BodyNet" files on Virt-a_mate and delete all except
TBD.BodyNet_FREE.131.var
TBD.BodyNet_Resources.1.var
and re-start VaM if will load again.

Also, I do not see the "bone guides" on the models.

I tried "Save" on the UI but the network.json file was not created.
 
Which version of vam are you on?

> Also, this was not created: "Saves/PluginData/TBD/BodyNet/network.json"

This file should not be created. Rather, the plugin creates two folders "Custom" and "Default" under "Saves\PluginData\TBD\BodyNet\Networks"
 
Sorry, I don't quite follow. What exactly do you want that plugin to do?
Whoops! I thought I was replying to a different thread. Sorry. Anyway - I’m not sure exactly what that would look like, but I’ll try. Take for example CuddleMocap’s “sex on the beach” scene. If you change the default model with one that has different bone lengths, the alignment can diverge and wacky things happen. The model you’re trying to swap in could be the same height but have long legs and a short torso, etc, and the leg mocap will diverge as it plays out. I’m thinking that we could make something that trains the mocap data to fit a different model, and maybe use the feet, ankles, elbows, and hands as anchor points? I’m just speaking hypothetically and probably not making a lot of sense.
 
Whoops! I thought I was replying to a different thread. Sorry. Anyway - I’m not sure exactly what that would look like, but I’ll try. Take for example CuddleMocap’s “sex on the beach” scene. If you change the default model with one that has different bone lengths, the alignment can diverge and wacky things happen. The model you’re trying to swap in could be the same height but have long legs and a short torso, etc, and the leg mocap will diverge as it plays out. I’m thinking that we could make something that trains the mocap data to fit a different model, and maybe use the feet, ankles, elbows, and hands as anchor points? I’m just speaking hypothetically and probably not making a lot of sense.
In theory, the controls could be moved around to compensate for another model. However, timeline doesn't give other plugins access to such modifications.

It'd be very hard to change positions in a way that doesn't mess up the model's interaction with the environment, i.e. keep her from floating due to shorter legs, make sure she touches the same spots and so on.
It's also not that simple to figure out how moving a control node modifies the body's position. Think of it as a marionette on rubber strings. They don't even have the same elasticity, which could even change throughout the scene.
 
TBD updated BodyNet (Free) with a new update entry:

1.32

Attention: please restart VAM after updating BodyNet. Otherwise, VAM will continue to use the previously loaded dll.

changelog v1.32
  • "Thigh Apart" morph removed - no more bow legs
  • re-trained and added a bunch of networks
Pro version:
  • Added UserDefaults to the person plugin. The load priority is: settings stored with the scene > creator defaults > user...

Read the rest of this update entry...
 
I did not understand something. Here I downloaded the plugin. Downloaded the scene by default (where the girl alone with a blue skirt and a blue top) installed her this plugin and gave up an error. Then I looked closely and realized that the plugin should not have the character, but in the scene plugin. Added a second girl (saved with another body) chose the plugin to the scene and nothing. Again gave up a mistake. Or the plugin works only in your scene?
 
I did not understand something. Here I downloaded the plugin. Downloaded the scene by default (where the girl alone with a blue skirt and a blue top) installed her this plugin and gave up an error. Then I looked closely and realized that the plugin should not have the character, but in the scene plugin. Added a second girl (saved with another body) chose the plugin to the scene and nothing. Again gave up a mistake. Or the plugin works only in your scene?
Yes, please use the scene that comes with the plugin. In theory, you could build your own scene but the plugin requires specific atoms and names.
There's also a Pro version of the plugin, which can do its' magic automatically when you change an appearance in any scene.
 
TBD, I'm hoping to get this running, with me being a newb. Reading through the thread, I see you state it isn't intended to work on the male/guy/man. Is there no value in training to make a morph for the guys? Could a morph made like this (target man morphed to source man) improve the genital alignment?

And on the topic of replacing the male in the scene, a purpose build men's version might be easier and harder to make for the same reason, genital size. We want to make dicks of every size. The basic morph to match target to source men could be as simple as lining up the root of the penis if the length is the same and the girth isn't silly. The difficulty would be the length changes and that affects the animation a lot, but its not impossible. Maybe by grabbing source and target morphs or presets of both the males and females, and grabbing the source animations (and looking for some of the usual suspects plugins (bulge, etc)) it might be effective at creating modified animations. I'm sorry to volunteer anyone's efforts. I'm new to VaM, but not new to systems design...Still, I'm an idiot giving a genius my 2 cents.?

I look forward to purchasing the pro version.
 
Hey Shylock,
in its current form, BodyNet is designed for females, exclusively. Parts of the code aren't applicable to males and would have to be redone for them. More importantly, the optimization goals for males are quite different. As a matter of fact, the penis isn't even a bone and thus completely outside the scope of what BodyNet currently does.

If there's demand for a male version, I'll consider making one but you're the second person to ask for it. Originally, I made BodyNet for my own use and I replace male appearances very rarely.

Cheers
 
Hey Shylock,
in its current form, BodyNet is designed for females, exclusively. Parts of the code aren't applicable to males and would have to be redone for them. More importantly, the optimization goals for males are quite different. As a matter of fact, the penis isn't even a bone and thus completely outside the scope of what BodyNet currently does.

If there's demand for a male version, I'll consider making one but you're the second person to ask for it. Originally, I made BodyNet for my own use and I replace male appearances very rarely.

Cheers
I stopped it's training on the guys, I'll try the morph it made at some point, but I imagine its as you say. Also, it shouldn't be just you working on these issues. I hope you inspire someone with an idea how to do it differently to build their own version, and that in turn inspires an idea in you for another approach. <3 Let's all make awesome stuff.
 
I stopped it's training on the guys, I'll try the morph it made at some point, but I imagine its as you say. Also, it shouldn't be just you working on these issues. I hope you inspire someone with an idea how to do it differently to build their own version, and that in turn inspires an idea in you for another approach. <3 Let's all make awesome stuff.
Well, vam distinguishes between male and female morphs and BodyNet applies female morphs. At the very least, you'll have to tick the "use female morphs on male" check box. I'd be surprised if the result is useful, though. In a quick test I just did, none of the morphs from BodyNet's resource package are applied to males, even with the box ticked. (They're all located in "Custom/Atom/Person/Morphs/female/")
 
I'm still training the ladies rn. Trying to get some progress modifying a Vamsoy scene, I have a fun idea, but its my first project and I feel that fixing the 2 animations out of 20 that got misaligned by my person swaps is the correct starting point. Let me ask, what would be a common run number for 2 women who started as being very close in scales? I'm using Kyra from the hub swapped in for a Vamsoy girl (Lexi). I'm over 900 runs.
 
Let me ask, what would be a common run number for 2 women who started as being very close in scales?
Do you mean the Scale option on the "Control & Physics 1" tab? For BodyNet to function correctly, you need to make sure to use the same scale as the original look in the scene.

In the scenes I use, 1-3 runs are usually sufficient. Granted, that'll depend heavily on the looks you use. Generally, you should train until the rate at which "loss" is reduced slows down and/or the drawn skeletons are close enough.
 
I must be doing something wrong. I have many saves for each trained preset to fit match the woman I intend to swap out. They are in X:\VaM_Updater\Saves\PluginData\TBD\BodyNet\Networks\Custom, but I cannot get to them from the Morphs Presets, so I copy them into the folder holding the morphs presets, and I still can't see them when I'm in the morphs presets menu. I see that my saved morphs are .json, and my morphs I can see are .vap. I assume I did something wrong or failed to check a setting?

To get around this I'm redoing all the saves with those women and saving them again as morph presets. Is this what I was supposed to do?
 
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