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Timeline /Record feature & physics

Langster.j

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Hey all! I am having difficulties with recording two atoms interacting. I use Timeline and Atom A is Master. When I hit record (recording the interactions between lets say a hand spanking a butt) the physics of Atom B changes to almost really bouncy (I have it set to high dampener so that it isn't springy). Then when I stop recording, the physics of Atom B go back to normal how I have it set. Why does the record feature on Timeline change the physics of the other atoms? Am I missing something? Btw I'm using embody for recording the upper half of Atom A. So I'm controlling atom A with embody.

Or is it that the hand has infinite power when I'm recording it? Because it makes me feel like an unstoppable force when spanking LMAO. Rather i would like the hand to stop gracefully if it collides with an object ya know?

Any help on this would be greatly appreciated!
 
You don't have "resistance" computation in games. 99% of the time it's faked.

You have colliders that "stops you" ( a wall, a car, furniture ), they are static most of the time. And you have colliders that are physically based like bouncing balls, footballs or... characters.
When you "slap" a character, the fact that the other character is physically based it will "respect" the momentum and move away and keep getting pushed. And your "source" (the hand) won't stop if you don't stop pushing.

So it's up to you to animate properly to "fake" the actual physical contact that would stop the hand in an interaction like this.

I don't really understand what you mean by "timeline changing the physics". As soon as you record a node, it simply follows the control moving it.
 
You don't have "resistance" computation in games. 99% of the time it's faked.

You have colliders that "stops you" ( a wall, a car, furniture ), they are static most of the time. And you have colliders that are physically based like bouncing balls, footballs or... characters.
When you "slap" a character, the fact that the other character is physically based it will "respect" the momentum and move away and keep getting pushed. And your "source" (the hand) won't stop if you don't stop pushing.

So it's up to you to animate properly to "fake" the actual physical contact that would stop the hand in an interaction like this.

I don't really understand what you mean by "timeline changing the physics". As soon as you record a node, it simply follows the control moving it.
Hey! thanks for responding. Yeah, I didn't make myself clear I don't think. So... I'll try to attach some videos of what I'm talking about. But basically this... if you use timeline record feature, you can simply record and move the nodes around and when atoms interact they have their preset 'spring' 'dampeners' 'weight' etc etc... and it all looks good when they interact with just moving the nodes. Its when I use Embody plugin that it starts to get weird. When using Embody to help with more human like motions the other atoms lose all their preset 'Spring' 'Dampener' "Weight' Etc... and they become like paper napkin that I can push around with ease... check out the video if I did it correctly.


So this is when I just use Timeline 'record' and the interaction is fairly simple, the hand can't really 'push' the hip node very easily.

But this one is with Embody plugin... and the hand pushes the hip node (or all the nodes) like they are made of paper tissues... lol

I just want to be able to use Embody and have normal interactions with physics if that makes sense.

Let me know what you think @hazmhox or anyone with any ideas lol
 
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