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VaM 1.x Convert VAM Timeline Person Animations to CUA

Threads regarding the original VaM 1.x

Hipper

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I want to fill a scene with a number of animated Person Atoms. I am aware of the excellent Xnop's Animated People asset (where the Animated People are Custom Unity Assets) but there aren't the type of people I want in some cases.

What I would like to do is create my own Animated People. Of course I can do this in VAM using Person Atoms and Timeline but I don't know how to convert these to a CUA. Is that possible in a relatively simple process (ie not having to learn another VAM type software!)?

In fact on my PC I have made scenes with four active Persons Atoms (active as in involved in the main action) and five further Person Atoms that are just standing there with minor movements and have had no computer power issues with this - one of the apparent negatives of using lots of Person Atoms. However I want more people, such as on a train or in a classroom, say twenty. I could try that with Person Atoms but they are also more work to set up.
 
Have you tried this?
 
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Absolutely not. It includes learning the whole 3D pipeline, animation included, Unity and assetbundle building.
Long story short, it's way not simple :p
I attempted to do this a few years ago. I thought it would be cool to have animated cua's as background characters to make orgy scenes. I did actually figure out how to do it. Animating my g2f model in daz, exporting the fbx and setting up the animated cua in unity. It worked as a proof of concept, but was a lot of work and a bit janky, I'm not a fan of animating in daz/blender, so I didn't put in the time to take it any further.


I just searched "VAM export animation" and "VAM export as fbx" to find any threads discussing it more recently.

The ai search assistant at the top of the search page confidently informed me that;

~"To export a VAM model as an FBX file, open VAM, create a new scene, and go to the "File" menu. Select "Export" and choose the FBX format, then follow the prompts to save your file." :ROFLMAO:

If only I knew it was that simple.

I am now
sure that with the right magic words, I can prompt AI into making a plugin to do it all for me. I think I'll call it "the bridge", I'm going to make a fortune.
 
Upvote 0
I attempted to do this a few years ago. I thought it would be cool to have animated cua's as background characters to make orgy scenes. I did actually figure out how to do it. Animating my g2f model in daz, exporting the fbx and setting up the animated cua in unity. It worked as a proof of concept, but was a lot of work and a bit janky, I'm not a fan of animating in daz/blender, so I didn't put in the time to take it any further.


I just searched "VAM export animation" and "VAM export as fbx" to find any threads discussing it more recently.

The ai search assistant at the top of the search page confidently informed me that;

~"To export a VAM model as an FBX file, open VAM, create a new scene, and go to the "File" menu. Select "Export" and choose the FBX format, then follow the prompts to save your file." :ROFLMAO:

If only I knew it was that simple.

I am now
sure that with the right magic words, I can prompt AI into making a plugin to do it all for me. I think I'll call it "the bridge", I'm going to make a fortune.

One of the threads I found mentioned Eosin's Video Renderer plugin which allows exporting a BVH animation. Importing that BVH into DAZ and then following the same steps you did to make an animated CUA could make things a little easier. I couldn't figure it out how that part of the plugin works though, either that or it just doesn't work with Timeline animations.
 
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One of the threads I found mentioned Eosin's Video Renderer plugin which allows exporting a BVH animation. Importing that BVH into DAZ and then following the same steps you did to make an animated CUA could make things a little easier. I couldn't figure it out how that part of the plugin works though, either that or it just doesn't work with Timeline animations.
I read that too, but never tested it. I'm not that clued up on how bvh animation works, but I think there are issues with it not picking up bones. It would be great to use vam to animate the model and export it though.

One other concept I thought about was trying to get person atoms to have as little impact to the scene as possible. I made some low res textures and disabled everything I could. But adding multiple person atoms still seems to come at a far greater cost to fps than cua's. I think it is because it loads all of the internal collider shapes on load, even if you have collisions set to off.
 
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I attempted to do this a few years ago. I thought it would be cool to have animated cua's as background characters to make orgy scenes. I did actually figure out how to do it. Animating my g2f model in daz, exporting the fbx and setting up the animated cua in unity. It worked as a proof of concept, but was a lot of work and a bit janky, I'm not a fan of animating in daz/blender, so I didn't put in the time to take it any further.

I still have nightmare to figure out a proper workflow for the crowd generator.
It's very doable... "when you know", hence my answer to Hipper who seems to know very little about Unity :p
 
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Thanks everyone for your replies.

I didn't think it would be easily possible as if it was I would have expected more of the type of Xnop's Animated People. Worth asking though.

hazmhox - I know little about Unity - and most other things! I've seen mention of your Crowd Generator but it still has the same issue for me, namely the actual people.
 
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hazmhox - I know little about Unity - and most other things! I've seen mention of your Crowd Generator but it still has the same issue for me, namely the actual people.

That was not a critic, everyone has their own strength ;)

For characters, obviously with packs you will have a set of choices, then at some point, you end up hitting a wall for the amount of possibilities.
That's not like creators can bring 300 variations of NPCs :p
 
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