I'm also getting this error when I try to remove the plugin from the scene:
Yeah, I made a mistake but that wasn't the problem. My scene contained an older version. Ahh, how to handle that case?
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I'm also getting this error when I try to remove the plugin from the scene:
There was a bug when your scene contained an older version of the secondary heel items than the one the preset was stored for. For now, it is handled like this:
- If the above case is true, the plugin will load and recognize the items correctly. But if you unequip and reequip the main item, the secondary items will be of the latest version available (it searches 10 versions ahead).
- The main item will work with any future version. The secondary items will be searched 10 versions...
If the toe joint is 'locked', all settings for the colliders are hidden. If you edited them in this state (ignoring my warning) you could mess up things big time.
This is hopefully the last update for this, as I really want to move on. You guys gonna like what's to come I think.
Maybe don't equip and unequip them so fast that the physics engine can't keep up? Does it work for reasonable speeds?However, it seems that the preset with the "Lock Toe Joint" activated is not working correctly. When I equip and unequip heels, it messes up the toe collider orientations.
Nope, unfortunately, the issue persists no matter how fast or slow you do it. All I want is to add toe and heel colliders to the already recorded mocap on high heels, which already has the toeControl JointDriveX angle and FootControl x Rotation adjusted to match the high heels angle. No matter what I try, it just doesn't work for me. I don't want to use any slope/Deltas sliders. All I need is the correct collider orientation/scale for the toes and heels. I guess In this use case, it might be best to avoid using the 'Lock Toe Joint' option.Maybe don't equip and unequip them so fast that the physics engine can't keep up? Does it work for reasonable speeds?
The sounds depend on multiple factors:
Ergo: The sounds automatically adjust to the shoes you are wearing. You can, however, set the base volume and base pitch manually. You can also...
- The angle and speed of the collision
- The shape of the shoe collider that is hit:
- broad colliders produce damped sounds with lower pitch
- spikey heels produce louder sounds with higher pitch
- the volume increases with the collider height, cause it gets more resonant
I did not update the cslist
Error on load fixed.
Hey! Please use the latest version 17, not 15. I've already fixed those errors. The update posts are your friendHi Cheesy. U have any idea about how to fix this error? showing up when I load the cslist file ...
Yes there is, you have to update VaM.Or is there any prerequisite for it to run smoothly?
It works perfectly after updating to the latest version, many thanks!Yes there is, you have to update VaM.
Hey Bill,Hey @CheesyFX I have a question/suggestion.
I know you are/were super busy working on the amazing BodyLanguage plugin, but I have a question.
I am wondering if there should be 2 different height offset options: One for Bare Feet and one for Harli Heels
I am asking because let's say you have a scene/mocap made for Harli Heels.
If you apply normal offset, the Person is going to be floating in the air. I guess the poses angle would be messed up too?
Basically, it would be nice if there is a heel plugin that can mange custom heels for scenes made for bare feet AND scenes made for Harli Heels.
Let me know what you think.
Hey Bill,
the poses hould be alright if you unequip the harli heels before equipping some other heels, since the feet should go back to flat ater unequipping. If not, adjust the deltas/maxSlope after you equipped the new shoes.
The offset may still be there, yes. It would be possible to add some extra offsets for harlis, but I don't think this is really necessary. The root mode only offsets the main controller in the y direction. You can very easily do that by yourself, getting results that may be even more precise than the algorithm. The "Feet only" mode would be harder to replicate, but that should not be used in your case anyway (mocap).
That's actually a good question! Right now it only looks for local presets or presets that are included in the plugin var. I had a quick look how to also search in other vars or just the var the scene was loaded from, but with no success.@CheesyFX That makes sense thanks! I am full of questions though lol.
Back to presets, how does the loading of presets work?
I am working on a scene that contains multiple custom heels in different outfits.
Can I include the preset files in my package and it will load them, or does the user have the presets downloaded?
Attached are the presets I made.
That's actually a good question! Right now it only looks for local presets or presets that are included in the plugin var. I had a quick look how to also search in other vars or just the var the scene was loaded from, but with no success.
The easiest would be if I shipped your presets with the plugin. This way the user could benefit from them even when not loading your scene. Would that be ok for you?
Keep in mind though that the height offset is not stored with the preset. It also isn't triggerable, but maybe I can make that work. The problem is, that I don't want it to be stored with the scene.
That would be perfect if you just include them in your var! I have managed the height changes in my scene.
My scene is almost done, it's going to be pretty juicy I think. Its a big clothing showcase (20 outfits...yeah I know) with a new look.
Alright! But don't forget to remind that the latest version (18) is required for your scene! I'm eager to see it! If the model is closely as hot as Candy it will be awesomeThat would be perfect if you just include them in your var! I have managed the height changes in my scene.
My scene is almost done, it's going to be pretty juicy I think. Its a big clothing showcase (20 outfits...yeah I know) with a new look.
Sure, I'll wait. How did the foot step sounds play out? It seems like a perfect addition to a fashion show!Actually, one sec I should add YameteOuji-ShoesSneakerEgregious as well.
Sure, I'll wait. How did the foot step sounds play out? It seems like a perfect addition to a fashion show!
Mine actually have a cooldown too, but it's way smaller (0.1s). The problem with cooldowns is, especially if they are that large, that small, nigligible collisions often block the real one. I think SPQR's version doesn't care about that cause it plays the sounds at the the same volume and pitch, regardless of the strength of the impact. My implementation takes that into account (besides the shape of the collider), so the first weak collision would play a very silent sound and block the intense one following right after. Hence I choose a very small cooldown.Just updated my post above with the heeladjust file.
Foot step sounds are a great addition, and I like all the cool dynamic features you added! However I had to use SPQR's footsteps because sometimes the heeladjust audio would play footsteps like crazy, mostly when poses started jittering.
It has this option for cooldown so it doesn't play sounds too frequently:
View attachment 283557
However, yours would be much better has it has support for other libraries like socks and sneakers etc.