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Life

Plugins + Scripts Life

Btw, there is one other problem when not using the characters head audio... because the Plugin Realtime Lipsync only works when the Audio is played through the characters head audio source. So I will go with your version vamurai! :)
Note that Life also supports using your own custom audio. Although its a lot of work to add all the meta data needed for the plugins animations, just basically need to tell the plugin exactly where in the audio the character should start breathing in, breathing out, whether breathing through nose or mouth, how deep the breath is, etc. Providing this info for your custom orgasm would make sure you got perfect animation transitions, controlling this from Timeline would probably result in some glitches.
 
Note that Life also supports using your own custom audio. Although its a lot of work to add all the meta data needed for the plugins animations, just basically need to tell the plugin exactly where in the audio the character should start breathing in, breathing out, whether breathing through nose or mouth, how deep the breath is, etc. Providing this info for your custom orgasm would make sure you got perfect animation transitions, controlling this from Timeline would probably result in some glitches.
I built a custom audio package, once upon a time. It was indeed A LOT of work. In the end, my results were mediocre even after meticulous, hand-chosen parameters using audacity for its spectrum analyzer and ability to clean up the original source audio. It's a project I want to revisit someday, but man was it a chore.

I did, once upon a time, use MacGruber's "Random sound" from the LogicBricks plugin to randomly generate penetration audio in one of my scenes. I've always wanted to try that with Realtime Lipsync and see how close I could get to replicating what Life does. Unfortunately, you'd lose the breathing animation tie-in to the audio, so I still don't think it would be very clean.
 
Hello!
I really like your breathing plugin, but I've run into one problem: the breathing rate is too low for a dog. The frequency slider is turned to the full, the voice tone too, the randomizer is at a minimum, but still it is very far from the desired frequency. Can you make adjustments for a future version?
 
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@Labrombula That seems to be a weird request. There is no way to tweak the audio beyond the pitch setting. However, Life supports custom audio files. So, if you have audio files of a dog breathing, you could make an AudioBundle and provide the needed meta data for timings and other info. There is a tutorial on what needs to be done. Be aware though, importing custom audio is a LOT of work.
 
to tweak the audio
Hi, thanks for the reply.
I'm not talking about audio at all, I set the pitch to the maximum, only to shorten the morph)

1689502903603.png


But even this is not enough to simulate dog breathing. Is it possible to extend the scale: Intensity?
 
I'm not talking about audio at all, I set the pitch to the maximum, only to shorten the morph)
The whole point of Life is to having matching animation for given sound files. Not the other way around! If you just want to drive some morphs, why do you need a complex monster plugin like Life to do it? Even FloatRandomizer plugin or LogicBricks-ValueUpDown brick or something like that will do the trick.
 
I've got a question about the interaction of the Gaze plugin and the included animations of a scene. I've set it up to auto-load Gaze on all my characters, but usually when I play the scene the head won't follow my camera anymore. How do I fix that?
 
I've got a question about the interaction of the Gaze plugin and the included animations of a scene. I've set it up to auto-load Gaze on all my characters, but usually when I play the scene the head won't follow my camera anymore. How do I fix that?
There can only be one thing controlling Head rotation. Whoever happens to update last in the frame wins, but that's basically random and not really in your control. If you have for example Timeline animation for the Head, make sure it does only update position, not rotation. Timeline has a checkbox for that. If a scene uses IdlePoser instead, that has a similar option.

Automatically adding animation plugins is usually a bad idea, just as automatically adding post-effects. That kind of stuff should be part of a scene, as it might break things. Which is what you noticed here.
 
There can only be one thing controlling Head rotation. Whoever happens to update last in the frame wins, but that's basically random and not really in your control. If you have for example Timeline animation for the Head, make sure it does only update position, not rotation. Timeline has a checkbox for that. If a scene uses IdlePoser instead, that has a similar option.

Automatically adding animation plugins is usually a bad idea, just as automatically adding post-effects. That kind of stuff should be part of a scene, as it might break things. Which is what you noticed here.
I see, thanks for clearing that up! I suppose there's no way to just automatically override the head movements with Gaze when loading the scene/plugin?
 
I see, thanks for clearing that up! I suppose there's no way to just automatically override the head movements with Gaze when loading the scene/plugin?
As I just said, automatically loading plugins like this is a bad idea. So, possible...everything is possible....just a bad idea that might break other peoples scenes.
 
Hi there, MacG; attaboy. Having one issue... not directly with Breathing, but,

I'm trying to play some sounds on a Breathing person via Audiomate, but Breathing takes precedent and cuts the Audiomate clip short.

I tried to add a Timeline Trigger to disable Breathing as the Audiomate trigger starts, but the clips I'm using are of variable length, 1-3 seconds, and sometimes when I turn off Breathing, pitch on the Audiomate clip is doubled (too high), so I don't quite have this problem licked.

Is there a way to suppress Breathing momentarily while another audio source on the Person is playing? Or am I stuck manually dis/enabling Breathing?

Thanks for everything!
 
Is there a way to suppress Breathing momentarily while another audio source on the Person is playing?
The whole point of Life is to sync breathing audio to the animation. So, nope.

That said, some years back I started working on a way to play speech audio via Life, which would interrupt the breathing in the correct manner then play the speech line and go back to breathing. Lots of edge cases to handle, like not interrupt mid-breath, do you speak after breathing in, or breathing out, both? Lots of things to consider and logic to handle. Like you want to play a longer series of speech lines with breathing in between.

TL;DR: Its fairly complicated to do properly and I never got the time to finish it.
 
FIXED: in my case, turning off the breathing is overkill, as it's not spoken lines.

I added a second Audio Source attached to the Person, and am routing AudioMate through it, instead of default HeadAudioSource.

Working like a charm! Thanks for your time, though!
 
Hi MacGruber, can I simply ask you to modify your morphs so they are pose morphs?

People creating looks, merging morphs or storing appearances could avoid to include morphs not really belonging the look they want to create/store.
Breathing_NoseOut Should really go to pose morphs since it's avery minimal morphs for face
 
MacGruber updated Life with a new update entry:

Version 14 (free)

Just a minor maintenance update:

Changelog
  • All breathing morphs have now been correctly marked as being Pose morphs. That means for example they are now stored as part of a Pose preset as they should, rather than an Appearance preset. Thx @boris47 for reporting the issue.
  • Update demo scenes to current plugin versions.

Read the rest of this update entry...
 
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Hi MacGruber, can I simply ask you to modify your morphs so they are pose morphs?

People creating looks, merging morphs or storing appearances could avoid to include morphs not really belonging the look they want to create/store.
Breathing_NoseOut Should really go to pose morphs since it's avery minimal morphs for face
When merging morphs you should really deactivate all other morphs that are not supposed to be part of the merged morph. Removing or disabling the Life plugin automatically resets all breathing morphs to zero.

That said, yes, these morphs should have been Pose morphs. Not sure why there were not. I pushed an update now, its still waiting for moderator approval at the moment.
 
I would love to see a version of Macgruber Breathing/Life that is compatible with Audiomate :) I like to use both, but I usually have to trigger a disable on breathing before I can run my audio. Still the best breathing plugin I've seen :)
 
When merging morphs you should really deactivate all other morphs that are not supposed to be part of the merged morph. Removing or disabling the Life plugin automatically resets all breathing morphs to zero.

That said, yes, these morphs should have been Pose morphs. Not sure why there were not. I pushed an update now, its still waiting for moderator approval at the moment.
Hi mate , i was asked by boris47 about my penis skin morphs , and thinks they should be pose morphs.
are pose morphs the position and rotation of bones that may also morph vertices ,where as morphs are the position of a mesh vertices.
or have i got the wrong end of the stick lol that a pose morph is the position of bones and morphs of vertices.
 
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In Vam's morph list, there's a warning (really annoying, IMO) that pops up and tells you the morph has bone morphs, and is not recommended for animation. I think any morph that has that warning on it should be considered a shape morph, not a pose morph. Any morph that doesn't have that warning should be a pose morph. FYI, I've seen the pussy finger morphs showing up when I save an Appearance preset from a scene that uses it. That shouldn't happen either.
 
In Vam's morph list, there's a warning (really annoying, IMO) that pops up and tells you the morph has bone morphs, and is not recommended for animation. I think any morph that has that warning on it should be considered a shape morph, not a pose morph. Any morph that doesn't have that warning should be a pose morph. FYI, I've seen the pussy finger morphs showing up when I save an Appearance preset from a scene that uses it. That shouldn't happen either.
i agree is annoying . i was requested to have the pussy fingers as a pose morph, so when the pose morph was loaded it would retain the position the user set the morph to . did you update the pussy finger morphs and delete the old version?


PoseMorphs.png
 
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i agree is annoying . i was requested to have the pussy fingers as a pose morph, so when the pose morph was loaded it would retain the position the user set the morph to . did you update the pussy finger morphs and delete the old version?


View attachment 462605
Good question. After some investigation, it turns out LDR is the culprit. LDR repackaged Pussy Fingers2, version 1 in LDR.Creat_tools. It was the LDR version that was getting saved in Appearance presets. Vam has this other annoying habit where if there are two morphs with the same name in different packages, it seems to pick one at random. It sometimes uses the LDR version instead of your fixed version. SMH
 
Good question. After some investigation, it turns out LDR is the culprit. LDR repackaged Pussy Fingers2, version 1 in LDR.Creat_tools. It was the LDR version that was getting saved in Appearance presets. Vam has this other annoying habit where if there are two morphs with the same name in different packages, it seems to pick one at random. It sometimes uses the LDR version instead of your fixed version. SMH
Thanks mate for letting me know .
 
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