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Solved How can I pause or disable the active updating of a colliders shape temporarily?

3rdStoryline

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I desperately need a way to disable or better yet pause the updating of a colliders shape and size.
To put it simply, I have an animation that simulates the pulsing of a certain "appendage." It uses morphs in an Animation Atom, to make it look like it's pulsing. However, constant morph adjustments, causes the colliders to update their size constantly, and this updating is causing frames to drop drastically. I need a way to pause the updating of the collider size, as I want the collider to be accurate when it's flaccid, and actively change until erect, however I don't want it to continue to update the shape of the collider after it's erect, because that is when it pulses.

My half-ass'd last ditch effort if there isn't already something that can do this, will be to manually add capsules to the area, and disable collision in Collider Editor, and activate collision in the capsules.

Please any help would amazing!
 
Solution
Fortunately that is not the case. Or maybe it's unfortunate that it's not that easy :p
None of the morphs I'm using in the animation adjust the bones. AKA no red icon at the top right of any of the morphs in the morph menu. In fact not one of my used morphs indicate bone adjustment via the Red icon.

I am using stoppers plugin for AltFuta. I do recall Stopper saying there is a polling rate for adjusted morphs reflecting collider adjustment. I wonder if that is maybe the issue. Or possibly that I'm using two clothing layers that tightly Wrap to the penis. I use them to adjust coloring(blush), and gloss of just penis during animations. There are two aspects, the Head, and the shaft/foreskin. Maybe having two clothing items wrapped to...
You probably won't be able to fix this.
As the logic behind the morph update is what updates the colliders/rig.
Since we don't have access to overrides on that whole logic, it's pretty much impossible to prevent that overhead.

Side note: I have a bunch of penis morphs and none of them update the size. The only modification that occurs is the distance.
In WeebU's morphs you can test a "height" morph that absolutely has zero influence on colliders, so MAYBE (and only maybe), a custom morph you could do could allow you to simulate the pulsing without shifting the colliders.
 
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You probably won't be able to fix this.
As the logic behind the morph update is what updates the colliders/rig.
Since we don't have access to overrides on that whole logic, it's pretty much impossible to prevent that overhead.

Side note: I have a bunch of penis morphs and none of them update the size. The only modification that occurs is the distance.
In WeebU's morphs you can test a "height" morph that absolutely has zero influence on colliders, so MAYBE (and only maybe), a custom morph you could do could allow you to simulate the pulsing without shifting the colliders.
Thank you for responding hazmhox!
Maybe we can look at this differently then. All the morphs I'm using to simulate the pulsing, are made by me. However, I do not know how I could go about making the morph not adjust the colliders. Do you have any insight on what I'd need to adjust in Daz before importing to VaM?
 
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Thank you for responding hazmhox!
Maybe we can look at this differently then. All the morphs I'm using to simulate the pulsing, are made by me. However, I do not know how I could go about making the morph not adjust the colliders. Do you have any insight on what I'd need to adjust in Daz before importing to VaM?

Maybe we could ask @WeebUVR to know how he did the "height" morph. I have fiddled with morphs, but mostly face and body... never experimented on the shaft itself ^^
 
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most of the penis morphs i made are merge morphs.
I would assume that you just want to skip the step that adjust the rig to shape when making the morph in DAZ.
 
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most of the penis morphs i made are merge morphs.
I would assume that you just want to skip the step that adjust the rig to shape when making the morph in DAZ.
Thanks for the response WeebUVR!
Only one of my morphs that I made, I adjusted the rig to shape. But that one is definitely not animated. It was to move the balls forward, and I adjusted the rig to shape so that the bones and colliders would function correctly in VaM.

I'm almost wondering if the Colliders adjust based on specific vertices. Maybe 2, one on each side, or possibly 4. But going through them one at a time could be a headache, not to mention extremely time consuming.

I'm starting to wonder if it would be easier to make mask as a piece of clothing that uses all the textures, and then paint the area's I want to "pulse" as the sim texture. And then just control the Distance/Length(or something) in an AnimationPattern to simulate the pulse. The primary down side is that this will result in just one way of pulsing, where as right now I can just toggle on and off morphs that I want to be apart of the pulse.
 
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I dont think your issue is with colliders auto adjusting them selves to body shape. that hardly results in any frame drops as whole female body is made from those colliders..
Your issue is that you animate "Red" morphs, also called "bone" morphs. which adjust the rig. So you need to avoid using those.
 
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I dont think your issue is with colliders auto adjusting them selves to body shape. that hardly results in any frame drops as whole female body is made from those colliders..
Your issue is that you animate "Red" morphs, also called "bone" morphs. which adjust the rig. So you need to avoid using those.
Fortunately that is not the case. Or maybe it's unfortunate that it's not that easy :p
None of the morphs I'm using in the animation adjust the bones. AKA no red icon at the top right of any of the morphs in the morph menu. In fact not one of my used morphs indicate bone adjustment via the Red icon.

I am using stoppers plugin for AltFuta. I do recall Stopper saying there is a polling rate for adjusted morphs reflecting collider adjustment. I wonder if that is maybe the issue. Or possibly that I'm using two clothing layers that tightly Wrap to the penis. I use them to adjust coloring(blush), and gloss of just penis during animations. There are two aspects, the Head, and the shaft/foreskin. Maybe having two clothing items wrapped to something changing shape so much is part of the issue. Mixed with Stoppers AltFuta. I've haven't tried this on Male Atom in a long time, so I don't recall what the frame drops could of been back then.

Just to give an Idea of the frame rate. With the Pulse Animation off, I get roughly 130fps in 4k, with 3 lights. When the pulse starts the frame rate jumps up and down between 130 and 67(ish). Just up and down, at the rate of the the animation. It seems like the less morphs that are being adjusted, the less the frame rate impact. I'll try to do a little more testing to see if it is the Wrapping. But I'm fairly certain last time I was messing with it, removing all clothing items, didn't change anything with framerate other then raise it all slightly. The frame drops were still occurring. It just stead of 130 to 67, it was 150 to 87(ish).

The reason I thought it was collider related, was because when colliders are in constant movement, or having micro movements, frame rate takes a steep dive. Like if you got one collider jittering very quickly, even thought it's not moving very far, frame rate plummets. I figured if the colliders were in constant adjustment, it could cause a similar scenario.
 
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Fortunately that is not the case. Or maybe it's unfortunate that it's not that easy :p
None of the morphs I'm using in the animation adjust the bones. AKA no red icon at the top right of any of the morphs in the morph menu. In fact not one of my used morphs indicate bone adjustment via the Red icon.

I am using stoppers plugin for AltFuta. I do recall Stopper saying there is a polling rate for adjusted morphs reflecting collider adjustment. I wonder if that is maybe the issue. Or possibly that I'm using two clothing layers that tightly Wrap to the penis. I use them to adjust coloring(blush), and gloss of just penis during animations. There are two aspects, the Head, and the shaft/foreskin. Maybe having two clothing items wrapped to something changing shape so much is part of the issue. Mixed with Stoppers AltFuta. I've haven't tried this on Male Atom in a long time, so I don't recall what the frame drops could of been back then.

Just to give an Idea of the frame rate. With the Pulse Animation off, I get roughly 130fps in 4k, with 3 lights. When the pulse starts the frame rate jumps up and down between 130 and 67(ish). Just up and down, at the rate of the the animation. It seems like the less morphs that are being adjusted, the less the frame rate impact. I'll try to do a little more testing to see if it is the Wrapping. But I'm fairly certain last time I was messing with it, removing all clothing items, didn't change anything with framerate other then raise it all slightly. The frame drops were still occurring. It just stead of 130 to 67, it was 150 to 87(ish).

The reason I thought it was collider related, was because when colliders are in constant movement, or having micro movements, frame rate takes a steep dive. Like if you got one collider jittering very quickly, even thought it's not moving very far, frame rate plummets. I figured if the colliders were in constant adjustment, it could cause a similar scenario.
Nevermind, I'm stupid. I went through each morph that was getting adjusted. There were two that were causing the problem. They weren't adjusting bones, but they were morphs that's curved the whole penis, one was to the side, and the other was upwards. They were only being used slightly (0.020). However, Removing them from the animation made the frame drop far less. Now it's just going up and down 5-10 fps. I replaced it with just adjusting the JointDriveYTarget, and JointDriveZTarget of penisMidControl. It effectively produces the same results.

Also @WeebUVR , you were correct about it not being the colliders at fault. The Colliders of the penis are still actively adjusting with the morphs, and Framerate is fine.

Just in case anyone else is having a similar issue, the two morphs that were causing the issue were "Erect" and "Curved" both builtin VaM morphs. That or it could be simulation related with morphs that adjust the general shape. Not really sure. But animating either of those morphs were causing frame rate issues. It's possible maybe they do adjust bones, but weren't marked correctly within VaM, one way or another? No idea.
 
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Solution
Fortunately that is not the case. Or maybe it's unfortunate that it's not that easy :p
None of the morphs I'm using in the animation adjust the bones. AKA no red icon at the top right of any of the morphs in the morph menu. In fact not one of my used morphs indicate bone adjustment via the Red icon.

I am using stoppers plugin for AltFuta. I do recall Stopper saying there is a polling rate for adjusted morphs reflecting collider adjustment. I wonder if that is maybe the issue. Or possibly that I'm using two clothing layers that tightly Wrap to the penis. I use them to adjust coloring(blush), and gloss of just penis during animations. There are two aspects, the Head, and the shaft/foreskin. Maybe having two clothing items wrapped to something changing shape so much is part of the issue. Mixed with Stoppers AltFuta. I've haven't tried this on Male Atom in a long time, so I don't recall what the frame drops could of been back then.

Just to give an Idea of the frame rate. With the Pulse Animation off, I get roughly 130fps in 4k, with 3 lights. When the pulse starts the frame rate jumps up and down between 130 and 67(ish). Just up and down, at the rate of the the animation. It seems like the less morphs that are being adjusted, the less the frame rate impact. I'll try to do a little more testing to see if it is the Wrapping. But I'm fairly certain last time I was messing with it, removing all clothing items, didn't change anything with framerate other then raise it all slightly. The frame drops were still occurring. It just stead of 130 to 67, it was 150 to 87(ish).

The reason I thought it was collider related, was because when colliders are in constant movement, or having micro movements, frame rate takes a steep dive. Like if you got one collider jittering very quickly, even thought it's not moving very far, frame rate plummets. I figured if the colliders were in constant adjustment, it could cause a similar scenario.
Ah, well.. Nevermind then. I have no clue... it would be worth testing the animations with male model. Have you tried to remove the clothing items that you described from the alt futa version and see if you still get the frame drops?
 
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