• Hi Guest!

    Please be aware that we have released another critical security patch for VaM. We strongly recommend updating to version 1.22.0.12 using the VaM_Updater found in your installation folder.

    Details about the security patch can be found here.
PosingHelper

Plugins + Scripts PosingHelper

Hello,
I'm impressed with your great plugin. Thank you.
I have a small suggestion about the hand slider GUI :

if remove "isMoused = false;" on line 466 of "PHHands.cs",
so the slider will be much easier to operate.

However, if doing so would result in the loss of important functionality, it is something to consider.

Code:
public void SetSlider(string morphName)
            {
                this.morphName = morphName;
                this.slider = this.gameObject.GetComponent<Slider>();
                this.handle = this.gameObject.transform.Find("Handle Slide Area/Handle").GetComponent<Image>();
                UpdateSliderValue();
            }
            public void OnPointerEnter(PointerEventData eventData)
            {
                isMoused = true;
            }
            public void OnPointerExit(PointerEventData eventData)
            {
               // isMoused = false;  <<<<<<<<<< Line466 commentOut
            }


PS:
I was trying it just now and found a problem.
When I right-click on the screen, my finger returns to its original position. This means that isMoused = false is necessary to finalize the value.
I'll think about whether there's a better way to do this.
 
Last edited:
//////////////////////////////////////////////////////////////////////////////
public class PHSlider : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler
{

:
:
:
public void OnPointerEnter(PointerEventData eventData)
{
//isMoused = true;
}
public void OnPointerExit(PointerEventData eventData)
{
//isMoused = false;
}
public void OnPointerDown(PointerEventData eventData)
{
isMoused = true;
}
public void OnPointerUp(PointerEventData eventData)
{
isMoused = false;
}

//////////////////////////////////////////////////////////////////////////////
OK this is fine for now
We will let you know if there are any problems
 
//////////////////////////////////////////////////////////////////////////////
public class PHSlider : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler
{

:
:
:
public void OnPointerEnter(PointerEventData eventData)
{
//isMoused = true;
}
public void OnPointerExit(PointerEventData eventData)
{
//isMoused = false;
}
public void OnPointerDown(PointerEventData eventData)
{
isMoused = true;
}
public void OnPointerUp(PointerEventData eventData)
{
isMoused = false;
}

//////////////////////////////////////////////////////////////////////////////
OK this is fine for now
We will let you know if there are any problems
thanks for the fix, let me know if you face any problems, if not I'll update the code in the next update or maybe release a mini update with just this.
 
Is it possible to make a full reset button like in this menu?

1725802652460.png
 
Is it possible to make a full reset button like in this menu?

View attachment 407967
If you choose Person (instead of a body part) and hit the default pose button, it should reset the pose. I don't remember now which button but left/right/middle? reset either fully, or only pose (leaving position unchanged). It should be explained in the help menu.
 
If you choose Person (instead of a body part) and hit the default pose button, it should reset the pose. I don't remember now which button but left/right/middle? reset either fully, or only pose (leaving position unchanged). It should be explained in the help menu.

None of these modes reset pose morphs.
 
Oh you meant morphs.. well, if it doesn't then button to reset those could be nice indeed. Maybe with some extra modifier or something, like alt + click?

I tried, but apparently there is no full reset.
 
Sorry if I wasn't clear. I was trying to say that it would be nice to have that function.. *pokes Ruvik* !! :))
sorry for taking a while to respond, i just don't check often enough with the hubs notifications.

I tried, but apparently there is no full reset.
if by full reset you mean facial morphs, then i believe there's a check box in the vam ui that is labeled "keep facial expressions" or something like that, when toggled resetting the pose only resets the nodes locations and ignore the morphs ( at least that's what's it's suppose to do iam not sure if it works or not in the latest update), so you can try unchecking it to see if that helps.
otherwise if you mean like actually reset the every single morph value then why the hell would any one want this??, you could just load the default appearance.
 
sorry for taking a while to respond, i just don't check often enough with the hubs notifications.


if by full reset you mean facial morphs, then i believe there's a check box in the vam ui that is labeled "keep facial expressions" or something like that, when toggled resetting the pose only resets the nodes locations and ignore the morphs ( at least that's what's it's suppose to do iam not sure if it works or not in the latest update), so you can try unchecking it to see if that helps.
otherwise if you mean like actually reset the every single morph value then why the hell would any one want this??, you could just load the default appearance.


 
I'd like to have this kind of posing mode in PH: https://hub.virtamate.com/resources/posehelper.51602/

What it does is it pretty much replicates how PH's IK link posing works, but without the need to IK link anything. This is actually the main reason I don't use IK link posing even when I'd want to: because it nukes my current pose/controls setup.

I'd image this being a toggle button in top right corner of the rotation gizmo that makes it rotate the selected control, but also orbit all of its children around with it, just like IK link posing works, but without the IK link.

It'd require a way to determine a main root control that will rotate the whole body. It should probably default to Hip. Main control would have an asterisk next to its name, and could be changed by Alt+clicking on a different control.

It could be called Orbit mode, and toggle button probably be just this icon: https://fonts.google.com/icons?sele...n.query=orbit&icon.size=24&icon.color=#e8eaed
 
I'd like to have this kind of posing mode in PH: https://hub.virtamate.com/resources/posehelper.51602/

What it does is it pretty much replicates how PH's IK link posing works, but without the need to IK link anything. This is actually the main reason I don't use IK link posing even when I'd want to: because it nukes my current pose/controls setup.

I'd image this being a toggle button in top right corner of the rotation gizmo that makes it rotate the selected control, but also orbit all of its children around with it, just like IK link posing works, but without the IK link.

It'd require a way to determine a main root control that will rotate the whole body. It should probably default to Hip. Main control would have an asterisk next to its name, and could be changed by Alt+clicking on a different control.

It could be called Orbit mode, and toggle button probably be just this icon: https://fonts.google.com/icons?selected=Material+Symbols+Outlined:eek:rbit:FILL@0;wght@400;GRAD@0;opsz@24&icon.query=orbit&icon.size=24&icon.color=#e8eaed
You're right, it would be great to have the My UI and this plugin's method for posing together. I'll need to ask the creator, because I don't want to basically steal their idea.
I will work on it when i get the time.
 
When I use the PosingHelper to adjust hand positions, the finger animations in the Timeline stop working and revert to their default pose — even though the keyframes remain unchanged, they just don’t work. Has anyone solved this issue? Thank you for any suggestions!
 
Last edited:
When I use the PosingHelper to adjust hand positions, the finger animations in the Timeline stop working and revert to their default pose — even though the keyframes remain unchanged, they just don’t work. Has anyone solved this issue? Thank you for any suggestions!
Hello.
PosingHelper's hand control is "Morph".
The timelineFinger is controlled by "JSONparameter".
To switch which one to use, go to "HandControl" in the menu.
It may be difficult to use both together
 

Attachments

  • rapture_20250130093343.jpg
    rapture_20250130093343.jpg
    224.2 KB · Views: 0
When I use the PosingHelper to adjust hand positions, the finger animations in the Timeline stop working and revert to their default pose — even though the keyframes remain unchanged, they just don’t work. Has anyone solved this issue? Thank you for any suggestions!
Also make sure that you have correct #plugin number for the finger addon .cs file on your atom. To confirm, changing finger rotation in Timeline directly should be working. Then the last step is to manually keyframe your values (advanced keyframe tools -> keyframe float params).

To expand on what slimy said, in normal workflow if you want to use PosingHelper, you do not need to change anything under HandControl by default. Spawning atom and using PosingHelper alone will work. Smily was explaining the procedure if you're using Timeline's finger posing, where you need to have JSONparameter setting, and I explained usage with Posing Helper, where you need to import included animation into Timeline. Hope that helps.
 
Heyo. For months I tried by reinstalling the plugin on my main PC because one day it decided to malfunction haha. Why do the visual axis' not work? Meanwhile, every other button works. On my ROG Ally everything works perfectly. Please and thank you :)

Image: happy colours no work :(. The colourful axis' don't move the character.
VaM_upvQI8d9xX.png
 
Heyo. For months I tried by reinstalling the plugin on my main PC because one day it decided to malfunction haha. Why do the visual axis' not work? Meanwhile, every other button works. On my ROG Ally everything works perfectly. Please and thank you :)

Image: happy colours no work :(. The colourful axis' don't move the character.
View attachment 456225
If you want to move a character, make sure Person is selected. In the picture you have head selected. Also upon initialization I often find the plugin to not recognize person immediately, so I need to press >> so it refreshes. Also, sometimes (but rarely), I get the bug where wrong parts are selected - most of the time it is fixed by disabling mirror mode and swapping characters (apparently it can happen when you have 2 atoms and mirror mode enabled). To be safe - you click on the colorful XYZ and then move your mouse while holding left mouse button. It works though for sure, so not plugin's fault.

Make sure that your Person character is not locked in placed - sometimes it could be in a scene. So make sure in Move tab in VAM UI that person does not have locked axes.
 
Last edited:
Heyo. For months I tried by reinstalling the plugin on my main PC because one day it decided to malfunction haha. Why do the visual axis' not work? Meanwhile, every other button works. On my ROG Ally everything works perfectly. Please and thank you :)

Image: happy colours no work :(. The colourful axis' don't move the character.
View attachment 456225
hi,
to expand on what babul said, the axis relies on the mouse, in theory if a button worked the axis should work too.
if you want to be sure you can try using version 2.0 ( var version 40), it's the version that introduced the axis and it worked before it should work in that version.
 
Enjoying this plugin - quick question: can you toggle the UI off? Right now, I disable the plugin to hide the UI, but I wasn't sure if there was a shortcut instead. Thank you!
 
Enjoying this plugin - quick question: can you toggle the UI off? Right now, I disable the plugin to hide the UI, but I wasn't sure if there was a shortcut instead. Thank you!
glad to hear that and yes there is a shortcut for that , you can use acids keyboard plugin to activate it. i think by default it's mapped to the `/` key.
 
Back
Top Bottom