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acidbubbles

acidbubbles

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acidbubbles posts

Glance v1.1.4 + Updated demo scene

- Center the feet in the demo scene
- Disable mirrors by default to avoid confusion
- Allow increasing fov range
- New "anime" preset
- Limit negative blink ranges

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Glance 1.1.2 + Demo Scene

- Preset system
- Control blinking settings
- Predictive gaze system when quick turning
- Blink on sudden direction change (thanks for the idea vamtimbo!)
- Weighted and configurable targets scoring system
- Eyes and mouth targets for VR headset
- Focus on nothing, and control spacey tilt
- Targets empty atoms named with prefix GlanceTarget
- Improved debug showing the exact eye target location View Post

Glance v1.0.0

This is what I extracted from Embody; it only controls the eyes, not the head. I hope it'll be intuitive enough to avoid a need for documentation :)

If you're a mocapper, just add this to your mocap, and tweak what should be looked at! 

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Glance (Early Access)

While developing Embody, I realized the eye tracking module could be useful for any mocap animation, where the head is controlled, so I made a dedicated plugin for this. In this plugin, the head direction determines objects that can be looked at within a frustrum (field of view), and the eyes will look at them randomly. I also added an eye saccade mechanism, which will make a huge difference in making the eyes believable.

You can select which object(s) should the person be allowed to lo...

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Keybindings 1.1.0 (Early Access)

- New extension to add plugins to atoms using fuzzy find or shortcuts. You can now add Timeline, LogicBricks or Lumination without even opening VaM's UI! Add the new KeybindingExtensions_AddPlugin.cslist session plugin and add the plugins you use often.
- Automatically use ctrl to halve movement and shift to double it in bindings such as asdw.
- Shift and ctrl are reserved and cannot be used for "analog" maps (you can still use them for normal shortcuts)
- When rebinding an existing ...

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Keybindings is now available to all!

Thanks to everyone who helped, provided feedback and took the time to share their appreciation! This is always appreciated! If you find bugs or would like to share ideas, let me know on Discord.

You can get it here: https://hub.virtamate.com/resources/keybindings.4400/

Let me know if, like me, this became a must have by leaving a review on Hub!

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Keybindings v1.0.3 (Early Access)

Going out of early access soonish! Here's a quick recap of that release:

- Shortcuts to change the physics rate
- Shortcuts to lots of settings such as reflections, soft physics, hands model
- Shortcuts to atom on/off
- Keep the plugin's commands order (do not order alphabetically)
- When multiple instances of a plugin are found on the same atom, whenever a plugin UI is opened, that plugin will receive the bindings for that atom
- Fix for binding using Oculus controller, ...

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Progress overview

I wanted to make a detailed progress overview for a while, but I've been swamped. Here's a quick recap of what's happening:

- The bulk of my time has been on Embody. While the project blew out of proportion, believe it or not it's getting near completion. I've had some success with automatic trackers mapping, and you might have seen some of the new eye tracking and leap integration features. I hope to make a detailed list and a better video soonish!

- Keybindings will go public so...

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Keybindings integrated with JayJayWon's UIAssist

Version 1.16 of UIAssist now has built-in integration with Keybindings: https://www.patreon.com/posts/uiassist-v1-16-47458554

And for JayJayWon's patrons, this is also available for the Patrons version: https://www.patreon.com/posts/uiassist-v1-16-47458429

Let me know what you think!

If you...

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Keybindings, hit or miss?

Hi! I've been surprised that I did not receive much feedback with Keybindings. So, I'd thought I'd ask! Especially for Timeline, it's kind of a game changer to me so I'm wondering if this plugin was worth the time I spent on it.

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Keybindings v1.0.1

This is a small hotfix, the "Make default" button exports in the "Saves/keybindings" folder, but defaults load from "Saves/PluginData/Keybindings". This fix updates the "Make default" path, so after updating you can load your old binding and use Make default to save it correctly!

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Keybindings v1.0.0

This is it, the first early access release of Keybindings! Let me know what you think!

Details here: https://www.patreon.com/posts/46720306

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Keybindings plugin now in early access!

NOTE: Now out of early access! Download link at the end of this post.

Ramp up your creation workflow with a professional scene creation and navigation plugin!

Quickly find commands using fuzzy search

For example, if you want to open the clothing tab, open the fuzzy search and start typing "cloth" and you'll see a  list of commands that match your query.

More than 200 commands out of the box

From camera navigation to...

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Embody: Progress

Ok, things are getting very interesting. Here's a quick recap of Embody's progress.

- Bundles Improved PoV, Passenger and Snug
- Adds new features to Passenger, such as "look at object", automatic eye position and improved performance
- Adds new features to Improved PoV, such as the ability to hide eye reflections, glasses and other face clothing
- Provides single-click automatic world scale based on player height, even if the VR model is not standing
- Built-in trackers int...

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Keybindings plugin gamepad support & Timeline integration

Long story short: Along with the fuzzy find and selection history features, use your gamepad to control Timeline! Here's a quick demo of navigating keyframes and scrubbing, but you could switch animations, select atoms, etc. It's also possible to bind the same thumbstick to multiple actions using modifiers, e.g. while holding X move the cube, while holding A scrub, etc.

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Progress

Hey all!

Super quick update: the keybindings plugin is working _great_ with Timeline and I'm personally happy with it. I still want to add support for gamepads, since I won't release it before the next VaM release anyway (since the next VaM release will support overriding default shortcuts).

You can easily open a scene, and open fuzzy finding to run "Timeline:OpenUI" (e.g. by typing "timui<enter>"), and then navigate keyframes with ctrl+left and ctrl+right, move 0.1s with th...

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Keybindings galore

I feel like this might become a must-have for creators. This plugin will allow you to map shortcuts to Timeline, access any VaM feature in a few keystrokes, and other make using Virt-A-Mate with the keyboard a pleasant and efficient experience.

- Bind any key, including series of key chords (e.g. ctrl+k ctrl+x) to features
- Change built-in key bindings (thanks to Meshed: 2020-12-13 05:29:55 +0000 UTC View Post

VimVam Sneak Peek

Here's a sneak peek at VimVam, a new shortcuts plugin in progress. It'll allow for multi-key chords, custom actions, scene-level and atom-level bindings and much more. For example, there can be a shortcut for opening the Plugins tab and selecting Timeline automatically for the current atom (even if you selected a child controller), or navigate keyframes. There will be a "standard" to allow other plugins like @JayJa...

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Progress: Embody, VimVam and more

Hey all! Since my last post was followed by a flurry of patrons leaving (which is fine by the way, no pressure) I think a small clarification might be helpful about what's happening and where I'm going.

  • I'm currently trying very hard to improve the experience with Passenger, Improved PoV and Snug. New features like the ability to see pubes when possessing, having a single plugin instead of many, better defaults, the ability to have Passenger look at the eye target for reduced moti...

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Spawn Point

For those who might not have seen it, I released a new plugin, "spawn point", so you can move the player around using triggers or when merge loading scenes!

https://hub.virtamate.com/resources/spawn-point.3125/

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VimVam. Vim for Vam.

There's a new shortcuts plugin coming. To be clear, it will not replace the amazing's LFE Keyboard Shortcuts plugin. This one is geared towards advanced uses, when you need to trigger tons of things.

It's going to be inspired by Vim, which means you'll be able to do ":w" to save a scene, as well as use "modes" to contextualize shortcuts. It'll also support "ctrl+s" style shortcuts.

My objective is to make a plugin that will use a "common interop" method so other plugins like LFE's...

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So, what now?

Now that Timeline 4 is out, I'm sure you're wondering what's next! I don't currently have any clear plans, except helping out the community with Timeline 4 and fixing issues as they arise. I still hope to help VaM become a serious alternative to SFM and Blender for animations, and I'm feeling like it's slowly getting there!

I do have things I'm exploring right now though:

- Embody, a new plugin that bundles Improved PoV, Passenger and Snug. It will give me the opportunity to make ...

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Timeline 4 is now public!

The feedback has been great and v4 is now stable, so enjoy! And remember to let us know when you use Timeline on Discord, Twitter and Reddit!

Thanks for the support of everyone, patrons, people who took the time to report bugs, provide feedback, share ideas, and all of you who create and stream extraordinary animations!

For more details on Timeline 4 features: https://www.patreon.com/posts/42766854

<...

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Timeline v4.0.10

- Fix legacy next/previous animations not working (and displaying multiple layers)

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Timeline v4.0.9

- Copy the position/rotation control per controller target when creating new animations
- Fix next animation time randomize not saving (again)
- Do not stop playback nor reset scrubber position when saving

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Timeline v4.0.8

- Select the next target param in the list after adding (Contribution by @via5)
- Fix resize not moving keyframe on empty anims, resulting in auto-repair messages
- Fix Stop and Reset so it selects the default animation and actually samples
- Fix Next animation time randomized not being saved

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Timeline v4.0.7

Sorry, yet another bug. It will show a message when you shouldn't (but everything should work). This release fixes the erroneous message. You'll still see the message when a control node is off but it's not in the target's controller settings.

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Timeline v4.0.6

NOTE: This fixes a problem in v4.0.5 that made new animation's controllers set "control rotation" and "control position" to off by default. For animations created with 4.0.5, you'll need to go in the controller target, settings and enable them. Sorry about that!

- Control position/rotation should be on by default
- Reduce drawing cost with too many keyframes
- Health check on animation play (detects off controllers)
- Fix animation weight not affecting rotation
- Fix last tr...

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Timeline v4.0.5

-  Turn of controller position/rotation at animation level (no blending)

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Timeline v4.0.4

- Fix triggers transitions not working
- Allow parenting to another atom's matching rigidboy
- Fix uninterruptible casing in saved json

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