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Circle UX - A VR Rotation Gizmo, v2

Paid Plugins + Scripts Circle UX - A VR Rotation Gizmo, v2

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entitycs

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entitycs submitted a new resource:

Circle UX - A VR Rotation Gizmo, v2 - No more rolling of wrists to rotate. Rotate in World or Local Space, effectively, in VR.

For use in VR, in place of the Rotation Gizmo you'd otherwise have when in Desktop mode.

No more wrist-bending.
No more displacing a Controller when trying to rotate it.
No more needing to lock a controller's position before attempting to rotate it (previously, via wrist-bending).
Rotate controllers near & far, without all the fuss.

Don't like the chosen Atoms used as Gizmo Handles? No problem!
Just choose, scale, and design any other Atoms to use as Handles. Simply follow the naming...

Read more about this resource...
 
V3 is waiting for an auto-limit for PC content / PC content updates.

v4 might be ready before that happens, so maybe worth waiting for that release, as it unlocks a lot more to do in Play Mode.
 
entitycs updated Circle UX - A VR Rotation Gizmo, v2 with a new update entry:

CircleUX v3 - bugfixes, improvements, new features

Bugfixes:
- A major bug was found in V2 that resulted in an inability to reload the plugin. This bug has been fixed.

  • A major bug was found in V2 which reset any Custom Atom's scale to 0.1f, which should have only occurred when no existing Handle was found.
- A minor bug was found in V2 concerning torque calculations and Handle positions.

Improvements:

  • Code improvements / Refactors (still more to do before next version). Honestly, lost a bit of the planned code...

Read the rest of this update entry...
 
v4 has been released on Patreon.

Still waiting for v3 to get posted here

-- it could have been put on the backburner, or forgotten about, since the new submission-rate constraints didn't allow me to post it in time to get reviewed along with the demo scene I submitted for it. That is... the plugin itself should have reached the mods first/simultaneously, but didn't, because I had to then wait ~2 days between the time I released the full package + script, and the script by itself.

New in v4

The ability to put the Handles into a SubScene, and record their motion as you use them to create your rotations. You can then play the Handle motions back, and select any controller to apply those same rotations to that controller + add new components of rotations to those animated torque translations.

Also added an "Axis Spring" to define how much torque to include that isn't in-line with the instance's defined axis.
 

Attachments

  • VaM 2025-04-25 23-18-09.mp4
    28.7 MB
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