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ShakeIt

Plugins + Scripts ShakeIt

Download [4.36 MB]
@slimjimkim @akirayuki420 For ShakeIt, just enable the breast in the UI. Flexit doesn't act on the chest, because my primary focus are females with breasts. I might add it though cause it would be kinda cool for males.
 
@CheesyFX I tried enabling it but it doesn't show any forces or anything being applied to the breasts for females (not males) unlike for the butt. I think I'm just doing something wrong but I'm not sure what.
 
@CheesyFX I tried enabling it but it doesn't show any forces or anything being applied to the breasts for females (not males) unlike for the butt. I think I'm just doing something wrong but I'm not sure what.
1748633041229.png

Enable this and increase those values. The breast is not that obvious because of the native breast soft body physics. In fact, I wouldn't recommend using this at all if you have breast soft physics enabled on your female.
 
At first, thank you for this great PlugIn, Cheesy, I love it and I'd never go without it activated!!
After several experiments I ended up a bit clueless, maybe someone of you may be able to help me out here: I use this Plugin for a while now and especially on the FlexIt-Part, is there a way to keep the FlexIt-morphs active for a longer amount of time? The morphs just seem to appear on actual limp/body movements, the faster the movement, the bigger the effect, but is there a way to activate them without too much movement involved? Like when holding heavy objects where the muscles stay flexed from supporting the weight? I tried making the limp I wanted the contractions to take effect on move against an invisible object blocking the movement via collission using Acidbubbles timeline, it worked a bit but not very well. I also experimented with physics or the cycle force (setting the force up in a one-directional way) but these seem to not activate the morphs quite well either. Anyone got an idea or workaround for this?
 
At first, thank you for this great PlugIn, Cheesy, I love it and I'd never go without it activated!!
After several experiments I ended up a bit clueless, maybe someone of you may be able to help me out here: I use this Plugin for a while now and especially on the FlexIt-Part, is there a way to keep the FlexIt-morphs active for a longer amount of time? The morphs just seem to appear on actual limp/body movements, the faster the movement, the bigger the effect, but is there a way to activate them without too much movement involved? Like when holding heavy objects where the muscles stay flexed from supporting the weight? I tried making the limp I wanted the contractions to take effect on move against an invisible object blocking the movement via collission using Acidbubbles timeline, it worked a bit but not very well. I also experimented with physics or the cycle force (setting the force up in a one-directional way) but these seem to not activate the morphs quite well either. Anyone got an idea or workaround for this?
Hi and thanks, Michisan!
First, have you read the description in the UI?
1749840244415.png

There are 2 kinds of reactions:
1. flexing due to angular acceleration (dynamic)
2. flexing in static poses due to the limb having to be hold against gravity (static).
You are interested in the latter it seems. See here:
The "weight" of objects to be hold cannot be considered by my plugin. I can't even tell if the object is static and holds itself, or if the character is actually trying to pull the object down instead of lifting it up. But if the object is below the limb it is assumed that the limb is resting and supported by the object, like shown in the video. Maybe you had a collision from below in your tests and hence no static morphing.
If not, try increasing the amount and play with the S-Ratio to see the results of the static morphing (0 = none, 1 = max (depending on the pose)).
 
Hi and thanks, Michisan!
First, have you read the description in the UI?
View attachment 497838
There are 2 kinds of reactions:
1. flexing due to angular acceleration (dynamic)
2. flexing in static poses due to the limb having to be hold against gravity (static).
You are interested in the latter it seems. See here:
The "weight" of objects to be hold cannot be considered by my plugin. I can't even tell if the object is static and holds itself, or if the character is actually trying to pull the object down instead of lifting it up. But if the object is below the limb it is assumed that the limb is resting and supported by the object, like shown in the video. Maybe you had a collision from below in your tests and hence no static morphing.
If not, try increasing the amount and play with the S-Ratio to see the results of the static morphing (0 = none, 1 = max (depending on the pose)).
Hey Cheesy,

Thx for your quick reply.
About the description in your plugin, I have read that, I just thought I missed something since this doesn't work well on the upper arms (elbow bend area specifically so the bicep flexes more in static poses). I fiddled around a bit with all the sliders and it works quite well with shoulders, abs, hands or the legs, yet the arms don't change even if I put the S-Ratio to 1 and put the morph amount ridicioulously high (just for testing), it doesn't change at all. And as soon as I lowered the S-Ratio below 1 again the morphs exploded in all directions, seems like this specific region really just reacts to dynamic movement.

As for a collission with the limb from below on my previous testings I don't think was the case since I added a shape and placed it onto the characters hand from above, then turned the shape's controller off (which usually makes the atom get pulled down by gravity, characters for example also completely collapse to the ground if you turn all controllers off so I assume gravity just takes an effect on turned off controllers, not sure about that though).

But it's fine, maybe I am asking for too much, I guess I'll just use the "realistic bicep flexing" plugin as a workaround for this, I was just hoping this effect is also achievable with your plugin since imho the visual effects are just better and I don't need to change a ton on morphs manually ;-)
 
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