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Solved Is there a way to tweak time of girls and how the plugins work so that they move in a more natural speed?

juytoo3zDEE

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I been experimenting with vam for a while and while cool I'm confused why all the plugins that make them come alive(except for blinking) make them move in like slow motion.
1. Changing from facial expressions to others in slow motion (e-motion and such)
2. Turning neck in slow motion
3. Gazing at you like if she's standing in front of you, all the head motions are like in slow motion

And so on.

Is there a trick for making them move at a more natural speed? Cause everything they do at slow motion breaks the immersion.

Ps I'm not taking about it being slow cause my system , or frame rate. I'm talking about I even seen videos people with good pcs, and the basic plugins that make girls come to life and move their head, turn head, change expressions, it's just seems in slow motion instead of natural and like have sudden fast( normal fast not to the point of spraining) neck turns if she is curious about something etc. Does this just not exist?
 
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Solution
2. Turning neck in slow motion
It's just values you can/need to tweak, so it looks right for you.
For example, if you use my Gaze plugin (the one included in Life) you might want to try reducing "Gaze Duration":
1742628014156.png


To be honest, there is no "magic" tool for this.
This. The only proper way is to motion capture the scene. Meaning you got an actor really doing the movement you want. Since "most" people here do not have a 10M$ worth of motion capture studio in their basement, let alone a (probably female) actor doing the moves for them....people tend to animate it by hand. Even with professional skill that will always look odd. Some very few creators are using full body VR trackers, which is better, but still far...
I don't think there's anything you can do about it. If someone could create natural, mocap quality motion purely from code that would be an incredible feat.
 
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3. Gazing at you like if she's standing in front of you, all the head motions are like in slow motion

I'm just gonna answer to that one, because this is the most relevant in your confusion. There are two type of behaviors:
  • Animation behavior
  • Gameplay/Mechanic behavior

A gaze system, is like pretty much any game does, a system that follows the player. This is something you do see in real life. People following a target and turning their head to keep up with the motion.

What you're asking for is an animation behavior. You won't get that without an actual animation. And this is where it gets complicated... a proper library of idle animations does not exists. This is what you want, and this is not available... unless you'd find all idle animation freely available around here and compile them into a character.

So, all and all what you'd need is a combination of anims and mechanical behaviors.

To be honest, there is no "magic" tool for this. Most proper character behaviors are a combination of these factors, and YOU need to script all this. You will always be disappointed by automatic stuffs because they won't work in your specific case.

In the collab coming soon with Spacedog and Juno, the character idling in the room is a mix of animations and gaze which are randomly controlled over time. You need to do that yourself, or you will probably always be disappointed.
 
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2. Turning neck in slow motion
It's just values you can/need to tweak, so it looks right for you.
For example, if you use my Gaze plugin (the one included in Life) you might want to try reducing "Gaze Duration":
1742628014156.png


To be honest, there is no "magic" tool for this.
This. The only proper way is to motion capture the scene. Meaning you got an actor really doing the movement you want. Since "most" people here do not have a 10M$ worth of motion capture studio in their basement, let alone a (probably female) actor doing the moves for them....people tend to animate it by hand. Even with professional skill that will always look odd. Some very few creators are using full body VR trackers, which is better, but still far away from proper motion capture in a studio, especially for facial capture.

And of course, as soon as you want interaction or randomness...direct motion capture won't work anymore. Unless you put real resources and people-power into it. You have to blend animations together, rework and adapt/fix them.
 
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Solution
And of course, as soon as you want interaction or randomness...direct motion capture won't work anymore. Unless you put real resources and people-power into it. You have to blend animations together, rework and adapt/fix them.

Or develop a whatever procedural thingy with motion matching/blending, put some "AI" word in the title, and market this like it heals all the problems in the world... profit! :p
 
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