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VaM 1.x Need help with important clothing for Futa (G2M with MVR_G2Female morph)

Threads regarding the original VaM 1.x

mr.ripley

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Hello,

Can anyone with experience with Futa (G2M with the MVR_G2Female morph, not AltFuta) help me?

I'm trying to create a jacket for Futa and I followed Blaspheratus' guide, but without success.

The jacket is all wrinkled when I follow the guide, it molds to the chest when I don't check “Wrap to Morphed Vests,” and it's perfect when I import it onto a G2F model.

It's ridiculous.

P.S And I really need G2M Futa and not AltFuta.


futa3.jpg
futa2.jpg
futa1.jpg
 
Last edited:
Hey Mr.Ripley, you are right, it is ridiculous trying to wrap in vam sometimes.

I thought I knew the answer this morning, but after some testing I'm actually slightly more confused.

The MVR_G2Female Morph does put the geometry to the same shape as the base female, but it's actually in a different position. You can see when the collisions are off, physics frozen and the position reset on both models that they don't align with each other. The G2m and G2f models in vam are rigged slightly differently. With physics on, the Male model falls into the same rough position as the female, but not exactly the same. I think the clothing creator for each model adjusts for this offset though. That means they technically wrap the same, but the clothing mesh is deformed by the models rigging sitting slightly differently afterwards because of the physics (Futa models are also strongly effected by the Male pectoral physics setting). I made a shirt using the female models base mesh, and uv layout as a texture to show it. I used the same mesh, and it wrapped exactly the same, but you can see the mesh of the breasts is sitting at a different height/ angle for the futa model. That's not from the mesh or the clothing, it's the Male pectoral physics. The trouble is that the further away from the models mesh the clothing vertex is, the more extreme the deformation of the different vertex position it is wrapped to becomes.

To get around it you can;

Try decimating/unsubdividing the jackets mesh. The mesh density has a big impact on how stuff wraps in vam. You want the faces roughly the same size as the base mesh for a wrap without major deformation. if multiple clothing verts are wrapping to a single point on the body you get that crinkly look, so lower poly actually looks better when wrapped (and handles morphs, cloth sim and physics interactions better too.)

Add a cloth sim texture to smooth thing out. It's a little annoying for males/futa's as they have a more basic collider setup, which can lead to clipping. If that happens, there is a "supplementary colliders" plugin that can put extra colliders on the male model to avoid that.

or

Make a custom fit morph. The clothing creator wraps to the closest available vertex. If you shrink/move certain area's of the mesh away with a morph when you wrap it, then those vertices won't get wrapped to, so won't effect the clothing. (you may need to do that with the genitals, as I'm fairly certain genital morphs will effect the bottom of the Jacket)




physics frozen
1769864246.jpg


physics on
1769864362.jpg


G2m and G2f, same top with female uv layout.
1769867031.jpg
 
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