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Question Holding objects

evergreen44

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Feb 20, 2022
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I'm having problems when trying to make my character (atom) hold a object like a whip or vibrator (CUA) in either hand and keep it in the hand whilst the hand is doing an animation or just moving like in a striking motion if using the whip the object either comes away from the hand or the fingers go all crazy and the object just falls out the hand anyway, i am a noob at VAM but slowly learning I am familiar to morphs and plugins to a certain extent and have been using fingers and hand morphs and plugins such as iron grip, cua superglue and parentholdlink cua, to try and find the solution but had no luck so can someone please steer me in the right direction or tell me where I'm going wrong, any help would be really appreciated
 
Oh man this is just what I'm after watching the video and seeing what you did with the tennis bat is exactly what I'm looking for, obviously I would wrap the fingers around the object using morphs but this would work for exactly what I'm after in my scenes, I would love to use this plugin thanks for you help
 
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Oh man this is just what I'm after watching the video and seeing what you did with the tennis bat is exactly what I'm looking for, obviously I would wrap the fingers around the object using morphs but this would work for exactly what I'm after in my scenes, I would love to use this plugin thanks for you help
I am a few years late but what was the solution and did it work?
 
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Use ParentHoldLink from my Essentials package, follow the instructions in the Plugin UI precisely. When attaching to a person, make sure to NOT use the control nodes, but the proper nodes. E.g. rHand instead of rHandControl.

There is another plugin with the same name by Blazedust, mine is based on that with a couple of improvements. One of those improvements is that an object can be attached/detached by trigger. Old example of grabing a phone with IdlePoser/ParentHoldLink:
 
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Use ParentHoldLink from my Essentials package, follow the instructions in the Plugin UI precisely. When attaching to a person, make sure to NOT use the control nodes, but the proper nodes. E.g. rHand instead of rHandControl.

There is another plugin with the same name by Blazedust, mine is based on that with a couple of improvements. One of those improvements is that an object can be attached/detached by trigger. Old example of grabing a phone with IdlePoser/ParentHoldLink:
I think my issue was not using the proper node which may account for the object (whip) appearing to float in the models hand during movements. Being able to trigger the attach/detach gives me an idea for my scene. Thanks
 
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Dumb Question Alert!

Where/how do I find 'Proper Nodes' - in particular 'rHand'? I can see 'Control Nodes', both in the scene and by list.

I'm trying to apply the ParentHoldLink to a hand.
 
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Dumb Question Alert!

Where/how do I find 'Proper Nodes' - in particular 'rHand'? I can see 'Control Nodes', both in the scene and by list.

I'm trying to apply the ParentHoldLink to a hand.
Use the search function in the list, or scroll way down.
 
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The list I see is for 'Select' Atom/Control Node (I get this list by selecting a control node and clicking the 'curser' button on the UI).


Where can I see a list for 'Proper Nodes'? What is a 'Proper Node'?
 
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Is there a guide that talks through the use of ParentHoldLink in relatively simple terms that also defines phrases like 'Child Atom' etc.?
 
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Is there a guide that talks through the use of ParentHoldLink in relatively simple terms that also defines phrases like 'Child Atom' etc.?
Align the object where you want it relative to the character (you may want to turn off physics on the object).
Put the ParentHoldLink plugin on the object you want to attach to a character and set it to active.
Open the "Atom Control" tab on the object and, in the middle there are some drop down menu's. set the "link to atom" one to "person" (or the name of the person in your scene) and set the "link to" one to the body part you want to attach it to (only use the mesh part and not the control one. eg. select "rhand" not "rhand control".
Under that there is a row of check boxes for position and rotation. Set both to hold.
If the object moves here reposition it.
At the top of the "atom control" tab, set the object to hidden and deselect interactable in play, so you don't accidentally move it.
Now when you move the character, the object will follow it's position.
 
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Thanks for trying. This is clearly beyond me for the moment. I'll have to try and get a better understanding of how VaM works generally.
 
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