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ForceForge

Plugins ForceForge

Great f*n Job! Particle, I'm loving the Slam Speed, Being able to make the pelvis slow down and snap the Torque quickly is Hot AF, "She's Chucking that Thang"🥵

Do you have a little insight on exactly what "Randomness Bounds" is doing?
 
Great f*n Job! Particle, I'm loving the Slam Speed, Being able to make the pelvis slow down and snap the Torque quickly is Hot AF, "She's Chucking that Thang"🥵

Do you have a little insight on exactly what "Randomness Bounds" is doing?
thx, i was wondering why i didn't think of it sooner, just breaking up the thing that is an animation cycle, into an animation cycle

and the randomness bounds: it generates 3 random numbers that get gradually applied, over a random number of cycles, to some of the slider values... its unlocked if you want to mess around w/ it
 
With regards to the responder part of the plugin is there a way to implement a quick toggle or setting to take the responder from moving in sync with the other body to being directly and as near as perfectly counter to it?

For example: instead of both the primary atom and responder atom moving in <---/<--- direction on the global grid, you hit a trigger and the responder or primary atom switches to a --->/<---- mode.
 
With regards to the responder part of the plugin is there a way to implement a quick toggle or setting to take the responder from moving in sync with the other body to being directly and as near as perfectly counter to it?

For example: instead of both the primary atom and responder atom moving in <---/<--- direction on the global grid, you hit a trigger and the responder or primary atom switches to a --->/<---- mode.
hmm, i've been thinking a lot about that, it seems to work the best w/ either double the speed, half the speed or... the same speed as the primary... it kindof resembles physics quantum dynamics, except its not light, and a physics major would yell at me for saying that

Now that i just changed how long that cycle even takes... uh, idk what that new value would be, i think it has something to do w/ the slam + drawback speed... maybe?
 
ParticlePinnacle updated ForceForge with a new update entry:

whoops

eh, sorry, that's part of the reason its beta, i'm making a lot of changes and trying to save the previous versions, and didn't include the new main file(s)
v4 needed some checks, i reccommend v5
v5 has less frame drops
also, i forgot to mention this but, i added damping to the head a while ago, it helps with faster animations, but can cause frame drops when adjusted, anyways it was adjusted up/down constantly with randomness bounds activating every few cycles

Otherwise, everything above a...

Read the rest of this update entry...
 
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