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Solved Clothing sim scripting

coinstacc

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Aug 26, 2024
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I've got an idea for a script that modifies how the clothing sim is driven by the sim texture, where the value is treated as a stepped/ramped cutoff (sort of like the "undress threshold" option, but reversible and with a smoothed step) instead of the usual behavior, but don't have enough familiarity with VaM's internals or experience with coding/scripting to easily see an entry point for it. Been poking around at some others' scripts to see if I can find any leads on this without any luck so far, seeing a lot of vertex editing but haven't seen anything reference or apply the textures. Anyone have better insight on good starting points, or if this is even plausible to do? (Or if anyone's done this already and I've missed it in searching?) Thanks!
 
Solution
GossamerVR made Stripwise a few years ago that does something similar. It effects the vertices, so it's a bit heavy, but basically allows changing the sim settings based on the character space x/y/z coordinates.

Sim is baked and the texture itself gives the simmed/non sim threshold.
Imagining what you're hoping to do, I think you'll have to work with the sim texture data and "animate" this yourself on the vertices... that might be a quite complex problem to solve without killing the framerate.
 
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Hm, that makes sense when thinking about it further. My usual interaction with clothing is with the "joint strength" setting, which I'm assuming just modifies the property in the baked sim itself and is more performant than taking into account all the individual vertices affected by the texture. Probably too far over my head in this case. Thanks for the insight!
 
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GossamerVR made Stripwise a few years ago that does something similar. It effects the vertices, so it's a bit heavy, but basically allows changing the sim settings based on the character space x/y/z coordinates.

 
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Solution
GossamerVR made Stripwise a few years ago that does something similar. It effects the vertices, so it's a bit heavy, but basically allows changing the sim settings based on the character space x/y/z coordinates.

Yeah, that's one of the scripts I poked around in. Was hoping there would be something a bit simpler, but maybe I'll take a deeper look in that code at some point to see if there's a way to get more granular, texture-based control.
 
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