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Shoe Helper

Plugins + Scripts Shoe Helper

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Skynet

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Skynet submitted a new resource:

Shoe Helper - Adjusted the code for extra colliders limits

- Plugin Originally made by @Stopper Link as CC-BY. Credits go to them.

- Made few small modifications to the min / max value of collider offset & size limits (tripled the max values), set the default parent of toe collider to foot for rigid collision, set the default Toes max force & spring to 2000, and the default toe damper to 0.5.
-...

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I also have a local version of shoe helper that restores stuff after pose change, and some other quality of life changes, but I've never used/released it because I couldn't figure out how to fix two issues:

1. When the colliders collide with the ground, they start to slowly move individual toes up into unnatural positions. And this persists even when the shoe is removed and plugin unloaded. Do you not have this issue, or did you solve it somehow? (I think I was using toe colliders parented to heel, not sure if this changes anything)

2. I couldn't figure out how to adjust and sync colliders size with atom scale. The best I could get was colliders that are the correct scale when shoe is equipped, but then they grow/shrink more than they should when user changes atom scale afterwards. See video below. The left foot has my changes, right is using original code. The atom is 0.7 when shoes were equipped. My shoe colliders are right, stopper's are too big and detached. But when the atom is rescaled afterwards, my shoe gets all wrong, stopper's stays same (broken).



With these two issues present, the plugin is effectively unusable, and since I couldn't figure out how to fix them myself, and stopper being gone, I gave up :(
 
Is it just my interface that is blocked? I thought it would be fixed in the new version, but I found that this problem still exists after the 4.2 version update.
Shoe.png
 
Please add the ankle rotation function. This is really important

like this by cheesyFX.HeelAdjust2
 

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I also have a local version of shoe helper that restores stuff after pose change, and some other quality of life changes, but I've never used/released it because I couldn't figure out how to fix two issues:

1. When the colliders collide with the ground, they start to slowly move individual toes up into unnatural positions. And this persists even when the shoe is removed and plugin unloaded. Do you not have this issue, or did you solve it somehow? (I think I was using toe colliders parented to heel, not sure if this changes anything)

2. I couldn't figure out how to adjust and sync colliders size with atom scale. The best I could get was colliders that are the correct scale when shoe is equipped, but then they grow/shrink more than they should when user changes atom scale afterwards. See video below. The left foot has my changes, right is using original code. The atom is 0.7 when shoes were equipped. My shoe colliders are right, stopper's are too big and detached. But when the atom is rescaled afterwards, my shoe gets all wrong, stopper's stays same (broken).

View attachment 474339

With these two issues present, the plugin is effectively unusable, and since I couldn't figure out how to fix them myself, and stopper being gone, I gave up :(
1. Yes i'm aware of this issue and i have fixed it in the v3 update, the plugin didn't have proper CleanUp logic both Ondisable & Ondestroy calls.
it should restore everything back to normal & completely stop the plugin after another scene load or simply un-equipping the clothing.

2. I think this is mainly because shoe helper uses RB link to link the colliders to the person RBs.
rigidbody links are kinda troublesome for scaling aswell as for rigged CUAs, the same problem occurs if you try to scale the atom. but are nessesary in this case so the shoe colliders affect the feet physics

2.EDIT: i just read again what you said and i finally understood where you're problem is, at first i tested on regular scale then scaled up & down but your issue was the clothing first load on a scale other than 1.0. i'll see if i can come up with a solution down the line.

I think the fix to this is to incorporate some logic to update the collider scale & rigidbody joint anchors and offsets with atom main scale as an input & origin point, might not work but that's the only solution i can think of right now.
 
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Is it just my interface that is blocked? I thought it would be fixed in the new version, but I found that this problem still exists after the 4.2 version update.
View attachment 474605
I didn't test the plugin on a Person atom, i only meant to use this as a clothing plugin only which is more convenient
 
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In cheesyFX.HeelAdjust2, there are two sets of different types of ankle rotation functions. I need to rotate the entire foot without moving the Angle of the toes

It is best to be able to independently control the left and right feet in order to cope with various postures
 
In cheesyFX.HeelAdjust2, there are two sets of different types of ankle rotation functions. I need to rotate the entire foot without moving the Angle of the toes

It is best to be able to independently control the left and right feet in order to cope with various postures
ah i see what you mean now, i kinda prefer to have independent control over toes & feet rotations because some footwear require unique settings for each.

this plugin can control each foot independently, you have to toggle off the one you don't want to control.

all in all this is just some quick fixes to stopper's original plugin, for now it does the job perfectly for me as clothing plugin so i don't see why mess with it tbh. just stick with cheesy's plugin if it works well for you
 
Unfortunately, cheesy's plugin does not create a default collision box for the plugin. Every time the default value is reloaded, it is not in the form of high heels. You need to set it yourself and then save it. In terms of convenience, stopper's is still superior. These two plugins seem to have conflicts. It seems that it's impossible to use them simultaneously. I really like the custom options of cheesy's, which look more reasonable and comfortable, while stopper's can be plug-and-play because it has a preset default collision box

A custom function is better but less convenient
One is more convenient but has poor customization functions
It's very difficult to choose.
 
Please add the heel preset save function,Every time i configuration parameter for diffrent heels spent a lot of time,but setting not saved.When i configure diffrent heels, every heels have stand-alone setting preset that will be great!
 
Please add the heel preset save function,Every time i configuration parameter for diffrent heels spent a lot of time,but setting not saved.When i configure diffrent heels, every heels have stand-alone setting preset that will be great!
you can do make defaults for specific clothing item using clothing plugins manager, this fork is meant to only work primarily as a clothing plugin. i don't recommend using as Person plugin
 
Unfortunately, cheesy's plugin does not create a default collision box for the plugin. Every time the default value is reloaded, it is not in the form of high heels. You need to set it yourself and then save it. In terms of convenience, stopper's is still superior. These two plugins seem to have conflicts. It seems that it's impossible to use them simultaneously. I really like the custom options of cheesy's, which look more reasonable and comfortable, while stopper's can be plug-and-play because it has a preset default collision box

A custom function is better but less convenient
One is more convenient but has poor customization functions
It's very difficult to choose.
are you using this plugin as Person Plugin or clothing Plugin?
 
are you using this plugin as Person Plugin or clothing Plugin?
For the cheesy plugin, I usually use it in the Person Plugin.
For Shoe Helper, it is usually a clothing plugin created by other authors. Since I find it troublesome to modify the code parameters and add plugin fields for the clothes, I usually use the clothes that have already been equipped with plugins by other authors. However, I will modify the options settings of Shoe Helper according to the actual situation.
However, when I need to use the high-heeled shoe stance quickly, I might choose to add Shoe Helper in the Person Plugin. You know, because the built-in collision presets of that are more convenient.

Overall, I still prefer to use the plugin as Person.
 
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For the cheesy plugin, I usually use it in the Person Plugin.
For Shoe Helper, it is usually a clothing plugin created by other authors. Since I find it troublesome to modify the code parameters and add plugin fields for the clothes, I usually use the clothes that have already been equipped with plugins by other authors. However, I will modify the options settings of Shoe Helper according to the actual situation.
However, when I need to use the high-heeled shoe stance quickly, I might choose to add Shoe Helper in the Person Plugin. You know, because the built-in collision presets of that are more convenient.

Overall, I still prefer to use the plugin as Person.
Ah i see now, i meant for the plugin to be used mainly by content creators who make settings for each clothing item they make before release. also didn't optimize the person plugin side of it at all. what you're asking for is a dynamic collider scaling depending on the shoe mesh probably? that's is almost impossible to achieve, i can think of one way which is to dynamically create a mesh collider based off of the footwear's mesh but it will be very expensive to do real-time especially that it has to also update with deformation.

For now you just have to manually fine tune settings & save them for each clothing item you mostly use, the built in preset isn't meant to be a global preset for any footwear out there but just as a starting point to fine tune it further
 
Ah i see now, i meant for the plugin to be used mainly by content creators who make settings for each clothing item they make before release. also didn't optimize the person plugin side of it at all. what you're asking for is a dynamic collider scaling depending on the shoe mesh probably? that's is almost impossible to achieve, i can think of one way which is to dynamically create a mesh collider based off of the footwear's mesh but it will be very expensive to do real-time especially that it has to also update with deformation.

For now you just have to manually fine tune settings & save them for each clothing item you mostly use, the built in preset isn't meant to be a global preset for any footwear out there but just as a starting point to fine tune it further
Actually, all I wanted was an additional function that would allow me to rotate the entire foot without moving the toes.

Options similar to this one

 
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