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ToySerialController

Plugins ToySerialController

Any possible way to get these assets to work with this plugin?
 
Any possible way to get these assets to work with this plugin?

I'll add it to todo but not when/if it will be added.
 
Would there be some way to write the TCode output into a funscript file? I'm using Eosin's VR recorder (https://hub.virtamate.com/resources...nd-flat-2d-audio-bvh-animation-recorder.11994), and would like to bake the TCode data into a file to be played later via a funscript. I tried using a serial port sniffer tool to catch the outgoing messages, but that requires further parsing from the data + converting to funscript.
How do you sync the video recorded in VAM with the funscript data? Is there a keyboard shortcut to start recording video and TCode output at the same time? When I add Eosin Recorder and your vamrec.cs to Empty atom, it only saves funscript data in Saves/VR_Renders folder. Thanks
 
@Yoooi I modified the parameters of the search for "male" actors to include anything with the base collider.
Is there a reason you search based on "gender" rather than the collider existing on the target?
IMO it's a bit more flexible, and it's a one-line change in the CS.

Essentially the intention is to include anything with a dick collider in the male actor lists (seen some folks get pretty Frankenstein with mashing stuff up)
 
How do you sync the video recorded in VAM with the funscript data? Is there a keyboard shortcut to start recording video and TCode output at the same time? When I add Eosin Recorder and your vamrec.cs to Empty atom, it only saves funscript data in Saves/VR_Renders folder. Thanks
Late reply, but I manually start recording with Eosin's VR recorder, then browse to the ToySerialController and manually click record there as well. Once my VR recording ends, I manually end TCode recording as well. Then I sync data in OpenFunscripter as it's just a question to slightly offsetting the funscript.
 
Here is a patch that adds a `FunscriptOutputTarget` as an implementation of the `IOutputTarget` interface. It converts the TCode data into funscript data and writes that in the saves folder.

Let me know if you have some way of collaborating / submitting pull requests that you'd like me to use.
what is this patch? how do I use it with the EOSINvrrenderer? Is it supposed to record along with the start of recording?
 
Late reply, but I manually start recording with Eosin's VR recorder, then browse to the ToySerialController and manually click record there as well. Once my VR recording ends, I manually end TCode recording as well. Then I sync data in OpenFunscripter as it's just a question to slightly offsetting the funscript.
how did you get this to work? what was the mod?
 
Yoooi updated ToySerialController with a new update entry:

v22

  • Add ability to set recording time source (real time, unity time) and type (per frame, per physics tick)
  • Consider people with penis colliders as valid male reference
  • Use more stable plane normal for dildo reference
  • Add ability to set static plane normal for male reference
  • Fix inverted male reference plane normal

Read the rest of this update entry...
 
The plane does appear to be more stable when viewing in desktop, but I've never understood what that plane does. Is it supposed to be the reference against which left, right, forward, and backward movement is measured? I'm looking forward to testing this out to see if the SR6 movements are even better.
 
The plane does appear to be more stable when viewing in desktop, but I've never understood what that plane does. Is it supposed to be the reference against which left, right, forward, and backward movement is measured? I'm looking forward to testing this out to see if the SR6 movements are even better.
The plane normal is supposed to define the true "up" direction for the reference, since the reference itself can rotate freely.
Also since the plane is calculated based on male colliders, during animations it could rotate, so settings a static plane in a scene can make the calculations be more stable.
Currently its only used for L1/L2, but I will also make it so its used in R0/R1/R2. Right now R01/R1/R2 are calculated based on reference-target orientation.
Calculating R0/R1/R2 based on target-plane orientation should improve device movement further, this was suggested by @TBD
 
If you want to try the new R0/1/2 motion out, you can download my feature branch:

Locking the normal plane is necessary in some cases. For example, if you use divining rod and/or the penis is inserted very far. Here, the colliders can go a bit haywire, causing the normal plane to rotate.
 
The plane normal is supposed to define the true "up" direction for the reference, since the reference itself can rotate freely.
Also since the plane is calculated based on male colliders, during animations it could rotate, so settings a static plane in a scene can make the calculations be more stable.
Currently its only used for L1/L2, but I will also make it so its used in R0/R1/R2. Right now R01/R1/R2 are calculated based on reference-target orientation.
Calculating R0/R1/R2 based on target-plane orientation should improve device movement further, this was suggested by @TBD
Ok that's kind of what I thought. I did test it out on my Endless Blowjob scene and it was very good, but I did not notice if it was much different than normal. Maybe a bit more stability in the movements? I think the stability of the locked plane helped. I did use a custom plane that I locked at 270 degress so that the up reference was straight up, and the cock was at about 260 degrees angled towards the girl sucking. I see great potential of having better L1, L2 reference so that when the girl moves closer or farther, left or right, the SR6 mimics that movement more accurately.
 
If you want to try the new R0/1/2 motion out, you can download my feature branch:

Locking the normal plane is necessary in some cases. For example, if you use divining rod and/or the penis is inserted very far. Here, the colliders can go a bit haywire, causing the normal plane to rotate.
Sounds cool, but I don't know how make use of raw code from GitHub.
 
Sounds cool, but I don't know how make use of raw code from GitHub.
Click on "Code" and then "Download Zip". Extract it to your /custom/scripts directory.
1735069275945.png
 
Click on "Code" and then "Download Zip". Extract it to your /custom/scripts directory.
View attachment 444956
Ok I did that and put it in a folder in custom scripts called TBD-VAM. When I try to load it as a session plugin I get this error:
!> [CS234]: The type or namespace name `Config' does not exist in the namespace `ToySerialController'. Are you missing an assembly reference? in Custom/Scripts/ToySerialController-plane-normal/src/Plugin.cs at [2, 27]
 
Ok I did that and put it in a folder in custom scripts called TBD-VAM. When I try to load it as a session plugin I get this error:
!> [CS234]: The type or namespace name `Config' does not exist in the namespace `ToySerialController'. Are you missing an assembly reference? in Custom/Scripts/ToySerialController-plane-normal/src/Plugin.cs at [2, 27]
Ah, I forgot it uses two submodules from other repositories. You'd have to download them too or extract the v22 var and overwrite it with the files from my repo.
 
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