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Embody
@Taxman usually this is caused by connected gamepads or other game controllers with incorrect dead zones. Try disconnecting them, see if the issue happens. Up to now, I heard it fixed it. I'll make another release (sometime) that detects when a gamepad is connected and automatically disable the feature in Embody to avoid that problem.
 
@Taxman usually this is caused by connected gamepads or other game controllers with incorrect dead zones. Try disconnecting them, see if the issue happens. Up to now, I heard it fixed it. I'll make another release (sometime) that detects when a gamepad is connected and automatically disable the feature in Embody to avoid that problem.

Thank you! That might just be it!
 
@Taxman usually this is caused by connected gamepads or other game controllers with incorrect dead zones. Try disconnecting them, see if the issue happens. Up to now, I heard it fixed it. I'll make another release (sometime) that detects when a gamepad is connected and automatically disable the feature in Embody to avoid that problem.

Unfortunately, this didn't seem to be the case. Currently, the only solution is to use a person and to force eye-target tracking.

Anyway, looking forward to a future update! I'll be using Persons for the time-being for cameras.

Thank you
 
Is there a way to auto-adjust the y-offset in the "full body tracking" mode? If the model has different height than me I have to manually tune those values, when it could be easily calibrated (as I'm standing).
 
Hi Acid Bubbles, thanks for this great plugin. But a have an issue: The hide geometry feature doesn't work for me. At first its hidden, but after a few seconds the eyelids, inner nose and mouth reappears. This appears in every scene, at least in desktop mode. Not sure if holds true in VR right now, but i could check.
Would be awsome if you could look into it or give me a hint why this could possibly happen. Thanks!
 
@mrmr32 The full body tracking actually maps your eyes with the model's eyes, so the height should not matter. However to match the feet, you need to adjust world scale; there's the "wizard" that tries (imperfectly) to do that using the World Scale option of Embody. If you have foot trackers, you'll also need to adjust them for where they are on your body.
 
@CheesyFX Thanks! You probably have another plugin interfering, such as @Hunting-Succubus plugins (e.g. the smoothing/tesselation plugin). You cannot have both, sadly, since they both mess with VaM's shaders!
Thank you for the reply. Yes, indeed, i use his tesselation and thought about that before posting. But since disabling it did not solve the issue i thought it might be something else. I'll investigate further. Maybe i have to disable it and then reload embody, didn't try that. But nonetheless it's sad that i can not have both crucial plugins at the same time :(
Edit: Nevermind, i found out that setting the depth offset to -.06 solves my problem :)
 
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Hi Acid Bubbles,

Thanks for the awesome plugin. I've been using Passenger for a while now, but this bests Passenger with the feature that restrict camera tilt/roll. Any chance you'll update Embody plugin to allow access to the Position and Rotation to be animated in Timeline plugin? This was a nice feature of Passenger, but I could not find it in the Embody Plugin.

Thank you!
 
Thanks for considering my request. I'm actually working on an Over-the-shoulder camera system. I was using Passenger originally, but the camera suffered from constant tilting so I switched to Embody. Passenger allows me to access the Position and Rotation of the Passenger Camera in the triggers so I was able to use Timeline to animate zooming for the camera. But currently, I'm not able to do the same with Embody because I don't have access to the Position and Rotation of the Embody Camera in the triggers. It's to animate the camera. The camera zooms into an Over-the-shoulder view allowing for aiming weapons.
 
Using an empty doesn't quite work out for what I'm trying to do. The camera drives the rotation of the collision trigger which I named "Player_Move". Player_Move drives the position of the camera with the Embody plugin. The person atom is parented to the Player_Move atom. I already have the movement functioning properly. The body moves in the direction the camera is facing. I was trying to get the zooming to work just like how I got it to work with Passenger. With passenger, I'm able to look around in any direction and aim the weapon in that direction.

*Update - I figured it out. I had to use several empty atoms to achieve the zooming affect. I was using only one in the beginning.
 
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Hi Acid Bubbles,
When I enable embody,
hide geometry page->hide cloth function not work,
Everytime I enable a enhance eye refrection cloth part,
I can see two refrection ball in eye position.
I try unpack and trace the code,
_handlers.BeforeRender() is not called when _handler is ClothingHandler,
But I can't figure out what happend, it look same as other handlers.
I try to remove all other plug-in and reset the embody to default setting, but that still not work.
when I use VAM default POV function, the problem won't happen.

Thank you!
 
@chao0707 the default VaM possession simply puts your view in front of the person, which always drove me crazy (and led me to write Improved PoV and then Embody). You probably use the Hunting Succubus's tesselation plugin (smoother), which conflicts with Embody, in your session plugin for example. You may have to restart VaM without it (I'm not sure) because Embody will not overwrite an already-overwritten shader.

That's my best guess!
 
Thanks for answer,
I was tried remove all plugin but not work.
I found sometime the problem is not happen,
I'll try to find the reason and report it.
 
@chao0707 the default VaM possession simply puts your view in front of the person, which always drove me crazy (and led me to write Improved PoV and then Embody). You probably use the Hunting Succubus's tesselation plugin (smoother), which conflicts with Embody, in your session plugin for example. You may have to restart VaM without it (I'm not sure) because Embody will not overwrite an already-overwritten shader.

That's my best guess!
While working on my most recent scene, I ran into incompatibility with tesselation and the body transparency plugin. To get transparency working again, I had to fully remove tesselation from the scene, then do a reload on the transparency plugin. It might be the same for Embody or other plugins that tesselation conflicts with.
 
Does owotrack work with this plugin now or does it still break it? Was trying to use it to track my hips earlier but I couldn't get my phone to show up in the trackers menu. It was connected on owotrack and SlimeVR, and I can use it just fine in another VR porn game (Come Closer) so I don't think SteamVR is the issue. Would appreciate help getting it working, unless owotrack breaks the plugin.
 
I didn't see owotrack before, I'd have to try it :) But normally Embody doesn't "care" about tracking, it just reads it. So I'd say, try to make "normal" tracking work in VaM first, e.g. by parenting a sphere to your "vive trackers" to see them. Embody doesn't anything special about the trackers themselves.
 
I didn't see owotrack before, I'd have to try it :) But normally Embody doesn't "care" about tracking, it just reads it. So I'd say, try to make "normal" tracking work in VaM first, e.g. by parenting a sphere to your "vive trackers" to see them. Embody doesn't anything special about the trackers themselves.
owotrack doesn't use vive trackers as far as I know, it's for using your phone as a tracker with SlimeVR. SlimeVR also sells their own trackers but not sure if those work or not.
 
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