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Vega - Full body fur+

Scenes Vega - Full body fur+

TRSD

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TRSD submitted a new resource:

Vega - Custom - Full body fur and more. Demo scene with 21 poses powered by BodyLanguage

View attachment 444969

Liked OniEkohvius' Vega port so much I've tweaked and amassed some extra assets over the year of 2024:
  • Full body fur. Painstakingly brushed with VAM's hair tools. Low performance impact.
    • Which also means the white patch of fluff textured on her chest is now real.
    • In my testing, it did not see much if any performance impact. Sim and...

Read more about this resource...
 
TRSD updated Vega - Full body fur+ with a new update entry:

New poses, tweaks, fixes

  • Fixed: Vega preset buttons (stock, custom) broken preset path.
  • 7 new poses.
  • New shader for the tail.
    • With some compromise. More dense and less fluff, but now receives shadows and all light sources properly.
      • by keeping the hairs short the halo effect this introduces is minimized. Still looks good though!
  • New dependency: Collider editor. Preset included. Now she can touch her own face.
    • [ATTACH...

Read the rest of this update entry...
 
This is really good, took an already good look and made it even better. The scene itself is solid too.
The CUAs seem to get put out of place when loading the look into another scene though. Not sure if it's because I saved the CUA preset in one of the extra poses or what, but would be nice if that gets fixed. Unless it's just me doing something wrong.
 
This is really good, took an already good look and made it even better. The scene itself is solid too.
The CUAs seem to get put out of place when loading the look into another scene though. Not sure if it's because I saved the CUA preset in one of the extra poses or what, but would be nice if that gets fixed. Unless it's just me doing something wrong.
Thank you very much. It's nice to get some feedback.

BodyLanguage's idle forces cause this. The parenting locks in after she's started moving, and that causes it to be misaligned. It's why I have to have a calibration pose on scene load where all CUAs get aligned (it was a PITA to set up). not the issue in this case, but still something to keep in mind.

I've included a CUA manager preset in the var. But I just went to had a look and I think it's CUA Manager that doesn't list packages with presets like other plugins do. You can extract and place it manually:
1735764340568.png

But if you want to make your own you should first freeze physics on the person, and then go to pose and load the default pose, e.g. T-pose. Then you can save the preset.


I did some more testing. I got misalignment too in a clean scene. The person has to be at the same position and rotation as when the CUAM preset was created. For my preset that means zeroed. Pos 0,0,0 rot. 0,0,0.
I'm certain it's due to the tail. The CUA Controllers plugin isn't the cleanest solution, but it is the best. Bad stuff happens too if you remove the tail. I'll make a note of it for people.
 
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I've included a CUA manager preset in the var. But I just went to had a look and I think it's CUA Manager that doesn't list packages with presets like other plugins do. You can extract and place it manually
Not sure what happened, but I extracted the custom preset from the .var using 7-Zip and then tried loading it in your scene for Vega using CUA Manager, and the result is she was forced into the t-pose and the CUAs seemingly got deleted.
Vega Custom Preset Bug.png
 
Not sure what happened, but I extracted the custom preset from the .var using 7-Zip and then tried loading it in your scene for Vega using CUA Manager, and the result is she was forced into the t-pose and the CUAs seemingly got deleted.

Like I said I'm 99% sure all the problems are coming from the tail CUA controllers. Did you remove the tail from the scene first? Because to do that, you need to first go reload the CUA Controllers plugin on the tail. That removes the controller nodes. VAM seems to get stuck if you don't do this.
It's not nice but the other option we have for animating CUAs also has its own set of problems.

Getting issues now too unless I follow very rigid steps.
In an empty scene I have to:
  1. Zero the person position and rotation.
  2. Load default T-pose.
I'll probably change the CUAM preset to not include the tail, and have people load it seperately. The controller plugin removes the tail atom and readds it upon initialization which seems to cause a hiccup parenting the rest.
 
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TRSD updated Vega - Full body fur+ with a new update entry:

0.85: Further tweaks, new poses

  • Tweaked colliders further, so she can use her mouth.
  • 4 new "service" poses
    • Grinding, 3 different kind of "jobs".
      • There's a lot of random movements going on so they may have some extreme moments that need down-tuning.
    • Would've made more but actually took a long time to get these working reliably without errors.
      • You may need to reapply the pose to get the stroking to kick in.
  • Ongoing further tweaking of poses. Tail...

Read the rest of this update entry...
 
Not sure what happened, but I extracted the custom preset from the .var using 7-Zip and then tried loading it in your scene for Vega using CUA Manager, and the result is she was forced into the t-pose and the CUAs seemingly got deleted.

I've updated the preset today. Let me know if this works better.
 
I've updated the preset today. Let me know if this works better.
Seems to be working much better, but the tail is still out of place when loading it into another scene. When saving the preset I had to replace load it with the CUA Manager in order for it to be saved with something else as an auto-load trigger and that created duplicates that I toggled off before saving. Not sure if the one I toggled off would work better because it was out of place in your scene when I loaded the CUAs to save the trigger, where the one I kept was properly placed.
 
Seems to be working much better, but the tail is still out of place when loading it into another scene. When saving the preset I had to replace load it with the CUA Manager in order for it to be saved with something else as an auto-load trigger and that created duplicates that I toggled off before saving. Not sure if the one I toggled off would work better because it was out of place in your scene when I loaded the CUAs to save the trigger, where the one I kept was properly placed.
Oof, okay I'm just going to remove the CUA Controller plugin all together from the preset. It's going to be completely rigid till people add the plugin manually, but I didn't realize it was this broken.
 
@tjw999 I don't know what shaking you're seeing. But my only guess is it's physics based. What physics rate are you running? And is high perf. physics enabled?
 
@tjw999 我不知道你为什么惊慌。但我唯一的猜测是它是基于物理的。你运行的物理速度是多少?并且性能很高。物理启用?
我不确定物理原理。放在桌面上就没问题。但在 VR 中,摄像机的晃动会让你无法聚焦。画面在晃动。
fa7ed039c1da2368b7f45ff2b5e35f88.png
 
我不确定物理原理。放在桌面上就没问题。但在 VR 中,摄像机的晃动会让你无法聚焦。画面在晃动。View attachment 451970
Is it screen-tearing? What happens if you remove the post-process plugin? (disabling isn't enough to remove the effects)
1737027108468.png
Also you're missing the Vega dependency.

It runs great for me in VR on this hardware:
Ryzen 5600x, 32GB RAM, GTX3070, Quest 2
 
It was good in the previous version, but not now. Now I can only see lights shooting from everywhere from the very beginning.... unplayable :(
 

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  • VegaFail.png
    VegaFail.png
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It was good in the previous version, but not now. Now I can only see lights shooting from everywhere from the very beginning.... unplayable :(
I have zero idea why that would happen. Update only added more poses, didn't change plugins or enable more post processing.
  • Does it stay like that or does it accumulate?
  • Does the scene otherwise work? Character isn't/hasn't exploded?
  • Can you try removing or clearing the moyashi post process plugin in the scene plugins?
  • Does it disappear if you toggle off the Vega assets in the "creator" part of the scene UI buttons?
 
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