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DildoLanguage

Assets + Accessories DildoLanguage

Hello, author~
Thank you for creating this asset and plugin, but I tried to apply it to other scenes using sub-scenes and it failed~
The reason for the failure is that the asset is completely blank.
Thank you in advance for your response.
What do you mean by the asset being blank? What are the exact repro steps, this is a bit too vague for me to test anything. Can you share the scene+subscene?

To test, I created a subscene with dildo CUA, plugin attached, saved it, loaded it into another scene. All worked fine. But VAM subscenes are wonky in general, so there might be some other issues.
 
What do you mean by the asset being blank? What are the exact repro steps, this is a bit too vague for me to test anything. Can you share the scene+subscene?

To test, I created a subscene with dildo CUA, plugin attached, saved it, loaded it into another scene. All worked fine. But VAM subscenes are wonky in general, so there might be some other issues.
Hello, author.
In your scene, apply the assets to the sub-scene. When moving to the new scene, the sub-scene is completely blank, with no assets or plugins present.
This is the first time I've encountered a situation where assets cannot be applied to a sub-scene, so I am confused and reporting this issue to you.

If you need relevant images, I can capture them for you.
 
Hello, author.
In your scene, apply the assets to the sub-scene. When moving to the new scene, the sub-scene is completely blank, with no assets or plugins present.
This is the first time I've encountered a situation where assets cannot be applied to a sub-scene, so I am confused and reporting this issue to you.

If you need relevant images, I can capture them for you.
Yep I'd need more exact steps to reproduce this, since it works fine for me when I test it. Images would be ideal. I created a sub-scene with one character and one dildo, saved it, a new blank scene, added subscene to it, loaded my previously saved subscene, everything works as expected. So you must be using different workflow/steps when either creating the subscene, or when adding it to a new scene.

If you add other non-dildo atoms to your subscene, those appear fine?
 
Yep I'd need more exact steps to reproduce this, since it works fine for me when I test it. Images would be ideal. I created a sub-scene with one character and one dildo, saved it, a new blank scene, added subscene to it, loaded my previously saved subscene, everything works as expected. So you must be using different workflow/steps when either creating the subscene, or when adding it to a new scene.

If you add other non-dildo atoms to your subscene, those appear fine?
Hello, author~
The assets for non-virtual objects are applied to the sub-scenes and reloaded normally, but there is an issue with the virtual object assets.

Just before I was about to reply to you, I tested it again and found that it is a language issue. The first time I saw it, I could only use English to name the sub-scenes; naming them in other languages would result in the assets being completely unfindable.

My region uses Chinese, so I apologize if this has caused you any discomfort.

I will provide you with the problematic sub-scenes and the main scene.
PS: The scenes I saved separately have not been altered; I just saved directly, and the issue with the sub-scenes can be reproduced using the naming method.

MEGA << file download link

Scenario error message
Error.jpg
 
Hello, author~
The assets for non-virtual objects are applied to the sub-scenes and reloaded normally, but there is an issue with the virtual object assets.

Just before I was about to reply to you, I tested it again and found that it is a language issue. The first time I saw it, I could only use English to name the sub-scenes; naming them in other languages would result in the assets being completely unfindable.

My region uses Chinese, so I apologize if this has caused you any discomfort.

I will provide you with the problematic sub-scenes and the main scene.
PS: The scenes I saved separately have not been altered; I just saved directly, and the issue with the sub-scenes can be reproduced using the naming method.

MEGA << file download link

Scenario error message
View attachment 465572
Do not try to modify the demo scene. It's using a custom script that expects objects to be named in a certain way.

The subscene should work in your own scenes just fine though, nothing seems to be wrong with it. However, its setup is incomplete - the CUA atom has no asset selected and no plugin attached - that's why it shows as nothing if you load it into another scene. It's basically an empty subscene.
 
This is the first time I hear that. Personally I never encountered such problems unless stress-testing extremely large dildo sizes, and that's expected with VAM's physics.

What are your settings (in VAM and DL)?

Does it happen in the demo scene for you as well, the second half of the Movement part?
hi sorry for the late reply, I just use the default settings for dildolanguage and I make my own scenes and animations including penetration using timeline, i dont know if youre suppose to use it in timeline.
the physics explosion usually happens when I turn off soft body physics or the dildo is going in/out hard and fast or the balls touch the skin of the atom.. I do use BL but I have the forces and the rest of the settings turned off/disabled
 
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hi sorry for the late reply, I just use the default settings for dildolanguage and I make my own scenes and animations including penetration using timeline, i dont know if youre suppose to use it in timeline.
the physics explosion usually happens when I turn off soft body physics or the dildo is going in/out hard and fast or the balls touch the skin of the atom.. I do use BL but I have the forces and the rest of the settings turned off/disabled
Personally I never use timeline for penetration, also I never turn off soft physics, so it's hard to tell. It should work no different from the builtin dildo, in the end it's just a bunch of capsule colliders connected by joints. Does the builtin dildo not cause issues if you turn off soft body physics or move it fast balls-deep, when you resize it to similar girth? I don't really see what could be different. Timeline more-or-less moves objects to the target positions forcibly, so I can see this causing issues with when it forces multiple colliders into each other. Unless it has certain hacks for the builtin dildo to make it behave better...
 
Do not try to modify the demo scene. It's using a custom script that expects objects to be named in a certain way.

The subscene should work in your own scenes just fine though, nothing seems to be wrong with it. However, its setup is incomplete - the CUA atom has no asset selected and no plugin attached - that's why it shows as nothing if you load it into another scene. It's basically an empty subscene.
I just had a language issue, and I apologize for that.

You may have Misunderstand. I didn't make any changes to the demo scene and just saved it with a new name. It might be a problem on my end.

Additionally, the sub-scene naming should be free, but the issue I'm facing is that I can only name it in English.
Currently, my solution is to use English names without any problems, but if I try to name it in any other language, it results in an empty sub-scene.
If you have time, it would be great if you could fix this small issue.


If there is any discomfort, please bear with me.
 
I just had a language issue, and I apologize for that.

You may have Misunderstand. I didn't make any changes to the demo scene and just saved it with a new name. It might be a problem on my end.
The errors on the screenshot are from the demo scene plugin, they are not related to the subscene problem and were most likely cause by renaming the scene, or making other changes to it.

Additionally, the sub-scene naming should be free, but the issue I'm facing is that I can only name it in English.
Currently, my solution is to use English names without any problems, but if I try to name it in any other language, it results in an empty sub-scene.
If you have time, it would be great if you could fix this small issue.


If there is any discomfort, please bear with me.
Unfortunately, I don't think I can do anything about that. It seems to be a VAM problem, not DildoLanguage problem.
 
The errors on the screenshot are from the demo scene plugin, they are not related to the subscene problem and were most likely cause by renaming the scene, or making other changes to it.


Unfortunately, I don't think I can do anything about that. It seems to be a VAM problem, not DildoLanguage problem.
Thank you for your response~
This is the only way for now, and I understand~

However, this fake asset + plugin really amazed me; it's an excellent asset.
It can create some really cool scenes.
 
Thank god for your update, I thought i was going crazy with vam crashing CONSTANTLY to desktop when removing a subscene that contained your dildo, made it utterly useless.
 
Would you be willing to share a micro tutorial and or a .unity scene on your method for creating the gravity/spring values for you dildo?

I reverse engineered your CUA back into unity with a tool, in an attempt to create additional dildo's (I have various models of toys in unity, with various bones already, they just require a proper setup for hinges in order to have them get proper physics within VaM, which I was hoping to get an example for from one of your cua's) however it seems that not everything can be extracted properly from the .assetbundle.

The wall I currently keep running into with custom toys and attempting to create physics for them is that either gravity fully works but does not react to other atoms their colliders, or gravity does not work but it does respond/react to other atoms their colliders.


I would love to expand on your collection of toys, even if not officially supported by your plugin.
 
Would you be willing to share a micro tutorial and or a .unity scene on your method for creating the gravity/spring values for you dildo?

I reverse engineered your CUA back into unity with a tool, in an attempt to create additional dildo's (I have various models of toys in unity, with various bones already, they just require a proper setup for hinges in order to have them get proper physics within VaM, which I was hoping to get an example for from one of your cua's) however it seems that not everything can be extracted properly from the .assetbundle.

The wall I currently keep running into with custom toys and attempting to create physics for them is that either gravity fully works but does not react to other atoms their colliders, or gravity does not work but it does respond/react to other atoms their colliders.


I would love to expand on your collection of toys, even if not officially supported by your plugin.
That's something I'd like to do, but not now. It would certainly not be a "micro" tutorial. Setting up the colliders and joints is just one of several steps required to make dildo CUA compatible with the plugin. I believe I described the situation in more detail near the beginning of this thread, but in short: the bones need to be setup and named certain way, same for the rigidbodies and colliders, the toys need two UV maps (one traditional unwrap, another for detail/pattern textures), the CUA must use my own custom shader (I'd have to share the sources), and few smaller things.

Moreover, I am not yet done with the technical aspects of the dildo setup, so these requirements might change at any time in the future. Which would break any "3rd-party" dildos. For example, I'd like to rework the shaders, now that I know more about how the VAM's internal shaders work. At least to be more compatible with them (use the global illum cubemap, for example). And ship the shader with the plugin rather than have it applied on the assets, so that it can be applied to not-mine dildos too. Also perhaps implement more advanced versions of the shaders ; better tranparency than the crap default Unity offers. Also I'd like to compute the second UV map in the plugin, or add an option to swap the gradient masks.

This is also the reason why I've not shared obj/fbx versions of the dildos yet, which would make it easier for other people to paint more textures and normals for them, to extend the basic stuff I quickly put together.
 
That's something I'd like to do, but not now. It would certainly not be a "micro" tutorial. Setting up the colliders and joints is just one of several steps required to make dildo CUA compatible with the plugin. I believe I described the situation in more detail near the beginning of this thread, but in short: the bones need to be setup and named certain way, same for the rigidbodies and colliders, the toys need two UV maps (one traditional unwrap, another for detail/pattern textures), the CUA must use my own custom shader (I'd have to share the sources), and few smaller things.

Moreover, I am not yet done with the technical aspects of the dildo setup, so these requirements might change at any time in the future. Which would break any "3rd-party" dildos. For example, I'd like to rework the shaders, now that I know more about how the VAM's internal shaders work. At least to be more compatible with them (use the global illum cubemap, for example). And ship the shader with the plugin rather than have it applied on the assets, so that it can be applied to not-mine dildos too. Also perhaps implement more advanced versions of the shaders ; better tranparency than the crap default Unity offers. Also I'd like to compute the second UV map in the plugin, or add an option to swap the gradient masks.

This is also the reason why I've not shared obj/fbx versions of the dildos yet, which would make it easier for other people to paint more textures and normals for them, to extend the basic stuff I quickly put together.

(y) I wasn't initially, looking to make cua's that are plugin compatible, but was mainly interested in the CUA their physics settings in general.
Trying to get an understanding, why certain CUA spring values, do what they do.

Like how your dildo CUA's behave, when no plugin is loaded onto said atom.

Getting plugin compatibility would only be something to look at in later steps once the creator understand how the hinges/spring are "suppposed" to be set up in the CUA, imo. not something you'd start off with right from the bat as it overcomplicates the entire learning process for an outsider.

As it stands I have never seen a tutorial for vam specifically that outlines what is considered default spring values etc. for physics related objects.
Which makes currently, experimenting with this a very time consuming process, rather then having a kind of "template" or an example project to work off.


I'll keep my eyes out on your project, though I would love to start sooner then later with CUA creation, even if it's just for the sake of taking the time to learn the exact mechanics by following examples.
 
(y) I wasn't initially, looking to make cua's that are plugin compatible, but was mainly interested in the CUA their physics settings in general.
Trying to get an understanding, why certain CUA spring values, do what they do.

Like how your dildo CUA's behave, when no plugin is loaded onto said atom.

Getting plugin compatibility would only be something to look at in later steps once the creator understand how the hinges/spring are "suppposed" to be set up in the CUA, imo. not something you'd start off with right from the bat as it overcomplicates the entire learning process for an outsider.

As it stands I have never seen a tutorial for vam specifically that outlines what is considered default spring values etc. for physics related objects.
Which makes currently, experimenting with this a very time consuming process, rather then having a kind of "template" or an example project to work off.


I'll keep my eyes out on your project, though I would love to start sooner then later with CUA creation, even if it's just for the sake of taking the time to learn the exact mechanics by following examples.
The plugin tweaks few properties of the dildo when it's attached to it, for example the joint between the dildo's root and the CUA atom's object. And few less important settings that can't be directly adjusted in the Unity editor. So the behavior is not exactly this same with and without the plugin. But the basic setup should work if you copy my settings. Not sure which assetbundle ripper did you use, maybe it did not export everything correctly.

If you set the root rigidbody as "Is Kinematic = true" and "Use Gravity = false", and the shaft rigidbodies the other way around, it should work. I use ConfigurableJoints for all connections, with linear motion locked, angular motion limited (-80 to +80 angle limits, 45 on the z angle). And slerp drive for the target rotation control, you will have to tweak the spring/damper settings and masses until you are happy with the results.
 
I'm enamored with this. Fantastic work!
The fluids functionality is amazing. Would you ever consider splitting it off to work standalone and/or with a person atom, like hazmhox's Fluids 101?
There is so much potential here!
That's the plan, soon(tm), once the core implementation matures. I don't want to spend time updating two separate plugins while I am still working on the core shaders and behavior.
 
Foost updated DildoLanguage with a new update entry:

v6 - the power of cumpute

Second fluids tech update.

Cumstains sticking to skin​

TL;DR version: generated cumstains now stick to person atom's skins even during movement, while performance should be better than before.

This is the core feature of this update. In previous versions, the initial position of the generated cumstains was correctly placed onto the atom's skin. But then the cumstains attached to a nearby person collider, which could result in the position going all wrong with...

Read the rest of this update entry...
 
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