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Naturalis

Paid Plugins + Scripts Naturalis

How does the breast mass calculation work? I ask because for larger breasts (E cup or larger) it appears to underreport the mass. However, I do not know if I am wrong or if the plugin uses a different method. Also sometimes when I use a breast morph that makes the breasts noticeably large, the mass wont change much and the calibration button won't turn red. [I am on version 93]
 
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How does the breast mass calculation work? I ask because for larger breasts (E cup or larger) it appears to underreport the mass. However, I do not know if I am wrong or if the plugin uses a different method. Also sometimes when I use a breast morph that makes the breasts noticeably large, the mass wont change much and the calibration button won't turn red. [I am on version 93]
It's based on a rough estimate of the volume, but it's not meant to be accurate, it's scaled according to what looks appropriate (which is subjective).

The mass only changes as a result of calibration, but not every time. To ensure that calibration updates mass, you need to have changed a non-pose morph that affects the breast area or changed atom scale - but this requires that you have "Monitor Morphs And Atom Scale" enabled in the calibration prefrences. Adjusting the mass offset slider in the plugin UI also works. Alternatively you can trigger calibration with the triggerable action or with Keybindings, or by loading a preset - these will always cause mass to be recalculated.
 
Hey everlaster. I love your plugin, it's incredible. A small annoying interaction I found is that when Naturalis calibrates while the Autothruster plugin is active, Autothruster continues to move the body while calibrating. I use autothruster and naturalis together in almost every scene I make, so my current necessary workflow if I want to calibrate/change appearance is Person>deactivate autothruster>make changes>calibrate>reactivate autothruster. I don't mind dealing with it, but if it's an easy fix I would really appreciate it. Thanks for reading
 
Hey everlaster. I love your plugin, it's incredible. A small annoying interaction I found is that when Naturalis calibrates while the Autothruster plugin is active, Autothruster continues to move the body while calibrating. I use autothruster and naturalis together in almost every scene I make, so my current necessary workflow if I want to calibrate/change appearance is Person>deactivate autothruster>make changes>calibrate>reactivate autothruster. I don't mind dealing with it, but if it's an easy fix I would really appreciate it. Thanks for reading
Hi midno, glad to hear that thanks! The fix would have to be done in the Autothruster plugin itself, it needs to respect the Freeze Motion/Sound toggle in the UI toolbar area. Naturalis freezes the scene for the duration of calibration, and unfreezes it when done.

FYI @Vinput if you want to patch Autothruster, or if any other author of any other plugin wants to ensure their animation is paused during the freeze, here's a way to do that:

C#:
void Update() // or FixedUpdate
{
    if(!GlobalAnimationFrozen())
    {
        // execute code that animates stuff
    }
}

public static bool GlobalAnimationFrozen() =>
    SuperController.singleton.freezeAnimationToggle != null &&
    SuperController.singleton.freezeAnimationToggle.isOn;
 
Hi midno, glad to hear that thanks! The fix would have to be done in the Autothruster plugin itself, it needs to respect the Freeze Motion/Sound toggle in the UI toolbar area. Naturalis freezes the scene for the duration of calibration, and unfreezes it when done.

FYI @Vinput if you want to patch Autothruster, or if any other author of any other plugin wants to ensure their animation is paused during the freeze, here's a way to do that:

C#:
void Update() // or FixedUpdate
{
    if(!GlobalAnimationFrozen())
    {
        // execute code that animates stuff
    }
}

public static bool GlobalAnimationFrozen() =>
    SuperController.singleton.freezeAnimationToggle != null &&
    SuperController.singleton.freezeAnimationToggle.isOn;

legendary
 
Maybe you already do these but I can't seem to find them.

I Think it would be really cool if Naturalis exposed certain controls to other plugins like Timeline with regards to clothing, like enabling/disabling SIM, DETACH and even disabling the clothing item itself like you can from within the CLOTHING tab.

It would also be nice if, when detaching, or undressing, that the clothing / morph adjustments could automatically revert.
I understand it might not be feasible or even possible to probe the status of every bit of clothing, that's why i was thinking if it could be triggered through the Naturalis plugin then we could auto disable the clothing effects.

Another benefit would be that IF we can disable through the Naturalis Plugin, it would cure SO many of the frustrations with undressed/detached clothes popping back on and sliding off when the Look is moved to another animation or pose.
Timeline doesn't have the ability to turn OFF clothes.

1738848617452.png
 
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