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Embody

Plugins + Scripts Embody

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I wish Embody would some day support Haptics for hands :)
if you just want haptics to the controllers SPQR's patreon has this functionality (rehaptics, haptics). Only used a couple times since all the vam updates and it was a little off/on. Could just be a new install issue though. He also had a plugin for bhaptic gloves which was more of a POC, but I don't know it's current state I think it was working.
 
how do I change the neutral position of the camera using vr? sometimes I need it to stay lower or higher without moving my head. Is there any easy hotkey for that? Also, is possible to create a keybind to activate embody with vr ? Im new to vr. :S
 
if you just want haptics to the controllers SPQR's patreon has this functionality (rehaptics, haptics). Only used a couple times since all the vam updates and it was a little off/on. Could just be a new install issue though. He also had a plugin for bhaptic gloves which was more of a POC, but I don't know it's current state I think it was working.
I know, but it doesnt work when youre are in Embody.. SPQR's works only with those ugly floating male hands :/
 
In the "Snug" settings, there is something called "Disable Person Grab",but what is this setting?
I looked at the wiki but there were no details, and I tried switching it on and off myself and grabbing various things, but I don't really understand the difference.
 
I am using Oculus Quest2 and streaming the game through virtual desktop.When I launch VAM without SteamVR,I found I could set togglekey to JoystickButton0(The A Button on the Right Grip) or JoystickButton10(The X Button on the Left Grip) to active and deactive embody,which is very convient.
But when I use additional tracker,I have to use SlimeVR and launch VAM with SteamVR to make the tracker works.At this situation, the togglekey I set before failed to work,I tried all the other JoystickButtons till the Joystick8Button19,none of them get to work.
Does anyone know the reason?Is it anychance using this function while launching VAM with SteamVR?
 
Greetings!
I have a question, can anyone help me please.
Is it possible to move with the help of sticks?
Right now when I try to move, only the body moves, but the legs stay in place. because of this the model rolls up into a bagel ;).

I would like to be able to walk with sticks and wasd.

I'm using Oculus Quest2
 
Greetings!
I have a question, can anyone help me please.
Is it possible to move with the help of sticks?
Right now when I try to move, only the body moves, but the legs stay in place. because of this the model rolls up into a bagel ;).

I would like to be able to walk with sticks and wasd.

I'm using Oculus Quest2
1755020763621.png


Click on "All Joints: Control Off"
You might need to deactivate then reactivate Embody after that.
There may be better solutions, but that's the only one I've found so far without using another plugin (like this one which is better suited for non-POV characters).

Also, on another topic, when it comes to keeping the hand trackers enabled when switching poses, what I usually do is having "ReinitializeIfActive" in global triggers in the right VamTimeline (or whatever plugin is managing the poses which can be tedious when there's a lot of them).
Does anyone have a simpler way to keep the hand trackers enabled when changing positions?
 
Sorry if it's been addressed before, but when I use Embody on the male, and the female has Glance on, while REye (right eye) is perfect, when she looks at LEye (left eye), it's quite off, like way off to the left. Has anyone experienced this before?

I play in VR (Quest 3 and VD) btw.

Edit: adding GlanceTarget as a scene plugin fixed the issue for me.
 
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I have a question, can anyone help me please.
When I use embody on a person it work fine. But when that person change pose, my view stay at last pose place instead of follow person body.
I've checked and embody still active, I only lost control of the person's head while the hand control still work fine.
 
Hello. It would be great if it had controller inputs to simulate movement. build in Artificial Locomotion

by using the Joystick the Atom Person can wall, run I think it would be advantage The plug in Pathfinding from @PluginIdea and Embody form @AcidBubbles work together what I'm referring to this

the possibility to run, climb stairs, jump, Dance, you get the idea, It would be very good for the mocap of doing impossible things

What do I mean for large scenes also for those who have limitation to walk with Full body Trackers there is not enough space in the room.

For example, you are moving with full body tracker but when you use the joystick it automatically changes to Artificial Locomotion without affecting the position, you can move your hands, head while you walk , running or climb something when you stop using the joystick, full body tracking is automatically activated again.

Well, who knows, maybe embody is already working with other ideas in VAM2, anyway.. :D
 
Hello. It would be great if it had controller inputs to simulate movement. build in Artificial Locomotion

by using the Joystick the Atom Person can wall, run I think it would be advantage The plug in Pathfinding from @PluginIdea and Embody form @AcidBubbles work together what I'm referring to this

the possibility to run, climb stairs, jump, Dance, you get the idea, It would be very good for the mocap of doing impossible things

What do I mean for large scenes also for those who have limitation to walk with Full body Trackers there is not enough space in the room.

For example, you are moving with full body tracker but when you use the joystick it automatically changes to Artificial Locomotion without affecting the position, you can move your hands, head while you walk , running or climb something when you stop using the joystick, full body tracking is automatically activated again.

Well, who knows, maybe embody is already working with other ideas in VAM2, anyway.. :D
While browsing VAM, I came across another way to use joystick movement. Feel free to take a look at the link below.
Since it's a bit tucked away, you might have trouble spotting it—just click the 'ThirdPersonCameraDemo' button
 
Hi @Acid Bubbles from what I can tell, the triggers for ProfilePathURL or LoadProfileWithPath don't seem to be working, just does nothing.

I have two profiles I wish to utilize by pressing two different UI Buttons. "Possess" loads the Possess.embodyprofile and "Passenger" loads Passenger.embodyprofile.

I know the Activate_Possession and Activate_Passenger exist, and I've tried them. but I would like to use my specific configurations stored in my presets. They load correctly when I manually select them in the CustomUI, but nothing happens when using the below trigger as an example

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Any advice?
ProfilePathURL works. LoadProfileWithPath is very bugged. Using LoadProfileWithPath will break ProfilePathURL and require you to reload Embody to get it working again.

tl;dr up front:
- Copy your full profile path somewhere (Saves/PluginData/yaddayadda...).
- Go to the Embody plugin and make sure you save whatever changes you made from default (this process will reset Embody to default so MAKE SURE YOU SAVED YOUR CHANGES.
- Click the green reload button for Embody from the Person's plugin menu.
- Go to your trigger's ProfilePathURL and paste in in your profile path. Click Test and it should switch to the profile.
- DO NOT EVER USE LoadProfileWithPath. Using it will break ProfilePathURL forcing you to reset Embody again.

Nerd stuff:
In Embody.cs, _loadProfileWithPathJSON is initialized with _loadProfileWithPathUrlJSON as its url param. This is causing a conflict with _loadProfileWithPathUrlJSON's callback.

_loadProfileWithPathJSON = new JSONStorableActionPresetFilePath("LoadProfileWithPath", url =>
{
_loadProfileWithPathUrlJSON.SetFilePath(url);
}, _loadProfileWithPathUrlJSON);

cba to dig too deep into it but it seems the action is overwriting _loadProfileWithPathUrlJSON's callback with the passed lambda. Should be fixed by passing a new JSONStorableURL when initializing _loadProfileWithPathJSON instead of _loadProfileWithPathUrlJSON.

IDK if Acid's still around to even push an update but w/e
 
I have a question, can anyone help me please.
When I use embody on a person it work fine. But when that person change pose, my view stay at last pose place instead of follow person body.
I've checked and embody still active, I only lost control of the person's head while the hand control still work fine.
I don't know why the plugin doesn't have a built-in feature that detects pose changes to automatically reinitialize the plugin when that happens. Like pose changes happen all the time when using Embody with head and hand tracking.

The bandaid solution is to use Passenger in conjonction with Tracking. But some of us hate the Passenger mode, especially in VR.

My trick is to automatically trigger "ReinitializeIfActive" when the character changes poses. Either you add it inside a pose change UIButton or action right after the pose change trigger (Timeline animation or BodyLanguage's PoseMe plugin)—can be very tedious if there's a lot of poses/animations—or as a Global Trigger in Timeline. Global Trigger works like 70% of the time for ReinitializeIfActive.

If someone has the actual solution that works 100% of the time, please let us know.
 
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