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Meredith Fox final

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FurrDreamVR

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FurrDreamVR submitted a new resource:

Meredith Fox final - Furry fox female

Meredith Fox is a pretty energetic furry girl with lot of needs and desires ^___^
She has advanced colliders , setup with optimized for vr assets and lot of fur on hear ears and tail .Pawpads and handpads , advanced shaders for her assets that looks perfectly in vr and on desktop. Digitigrade leg structure and inner mouth - all is working with most of typical animations from hub . Instructions for her setup on patreon...

Read more about this resource...
 
Heya,
I'm on a roll with making appearance loading easier for myself. So I made a clothing item that automatically applies her ears.
Place all the files in files in \Custom\Clothing\Female\FurrDreamVR\Meredith Remove the .txt extension of the presets so the extension is .clothingplugins . It loads the HQ ears by default, but in the plugin section of the clothing item, you can load a preset for the base quality ones.
You need to have Stopper's ClothingPluginsManager and Skynet's CUAClothingAlt available. And it links to the FurrDreamVR.Meredith_Fox_1_04_final.2.var package

The extra bonus is if you use BodyLanguage like me, or other plugins using forces, the ears won't go out of alignment on scene reloads.
 

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  • MeredithEars.jpg
    MeredithEars.jpg
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  • MeredithEars.vab
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  • MeredithEars.vaj
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  • MeredithEars.vam
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  • Meredith ears.BasicQuality.clothingplugins.txt
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  • Meredith ears.default.clothingplugins.txt
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interesting solution ! but what about ears being out of aligment ? i use mainly cuam manager and they always stay in place :) or if you use contrelled version with ear controller - it can be only off by rotation . at least never had any problems with it . will try yours too ^___^ thanks for share !
 
interesting solution ! but what about ears being out of aligment ? i use mainly cuam manager and they always stay in place :) or if you use contrelled version with ear controller - it can be only off by rotation . at least never had any problems with it . will try yours too ^___^ thanks for share !
The gist of it is the scene saves the controller positions of the person. So the head controller coordinate is saved. But forces push on the rigidbody of the head meaning the final position of the head is different. The linked objects follow the rigidbody. So when the scene is restored and there are no forces affecting the head, the parentlink is reestablished with the linked objects expecting the head to be in a different place.

CUA Clothing uses offsets to the rigidbody that is always kept.

If no forces are present in the scene on save it won't happen. But I mainly use forces for animating so it became a constant issue for any type of person-linked atom. And BodyLanguage uses forces to control the gaze, so things like ears would always be misaligned.
 
The gist of it is the scene saves the controller positions of the person. So the head controller coordinate is saved. But forces push on the rigidbody of the head meaning the final position of the head is different. The linked objects follow the rigidbody. So when the scene is restored and there are no forces affecting the head, the parentlink is reestablished with the linked objects expecting the head to be in a different place.

CUA Clothing uses offsets to the rigidbody that is always kept.

If no forces are present in the scene on save it won't happen. But I mainly use forces for animating so it became a constant issue for any type of person-linked atom. And BodyLanguage uses forces to control the gaze, so things like ears would always be misaligned.
hmm... did you see pavilion scene with meredith ? i use there cua controlled tail and ears . and i use there bodylanguage with timeline animations at once . with controller for balancing between animation force and force from bodylanguage . it is on patreon for free. and those items always in needed position , nothing misaligned . maybe it is some kind of different scene ? btw it seems i was totally forgot to publish it here
 

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