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Virt-A-Mate is currently Version 1.5.5 by Meshed VR

Virt-A-Mate is currently Version 1.5.5 by Meshed VR
Simplified Patreon distinction: * free - limited content * $2 - all content (characters, objects, morphs, clothing) * $4 - all content + ability to load community created scenes + bonus scenes * $8 - all content + ability to create new scenes and animations System updates: * Unity version update * SteamVR version update * OVR utils update New Content/Objects: * 6 new built-in scenes, most featuring motion-captured animations * $4/$8 - 3 bonus scenes * male character enabled! * Added 1 new toy object to play with! Many thanks to Patron MagillaGorilla for providing this model! More coming in next release! * 20 new morphs for female character * clothing - new underwear set * hair - 2 new female hair options - bald and ponytail New Features: * $4 add ability to load community created scenes (was already in $8) * $8 Motion Animator * Using new Animation menu on the main HUD, you can animate controllers using your head and/or controllers and record the motion. The motions will save with the scene. * Added arm mode for selecting which controllers will be recorded. * Added layered recording. Record whole scene animation by using several passes, a joint or two at a time. Further passes can auto-stop record at end of timeline to avoid overrun of layered capture. * Added loop mode * Added Start/Stop trim feature for cutting out captured motions * added new GrabPoint object - this object can make a joint to another object to allow remote grabbing * example - put a GrabPoint on each hip of a character and attach the GrabPoint to the pelvis joint. Now there are 3 points you can grab the pelvis from instead of just the interior one * this is most useful when possessing a 2nd character and you cannot grab the internal point easily due to hand colliders getting in the way * Will also be useful for real-life "accessories" where you want to attach the controller to a specific point not directly on the joint * added head collider - allows interaction with head and prevents some of the clip through - toggleable in User Preferences "Other Prefs" tab * create new default scene and make it embedded scene object so file does not need to be included as side file * added save/load preset for characters for all backer levels - can save poses and appearance in single file * added possess mode - when possess mode is enabled and head or controllers move into position of possess-enabled targets - these controls will 'jump' to the controller and auto-link to them. * Possess mode will extend to support Vive trackers in future release for up to 6 point possession * added atom icons to make it easier to find objects in the scene * added full save/load preset buttons to save pose and appearance at same time * benchmark scenes added - just launch with "CPU Benchmark", "GPU Benchmark", or "Baseline Benchmark" shortcut Tweaks: * adjusted quality levels to not be as high of requirements for High and Ultra * when adding new objects, they now default to having collision on - was able to enable this by adjusting max rigidbody velocities * adjusted max rigidbody depenetration velocity to prevent major physics glitching when turning on something that is deeply overlapping another object. * improved initialization of soft vertices and auto colliders so character is more stable on enable * store soft vertices adjustments correctly in save json * genital area soft body physics adjustments to reduce clipping and other artifacts * Joint tuning: * tweaked jaw joint to not rotate laterally when head is turned at limit to prevent odd looking result * tweaked neck joint to be less stiff by default and head joint to be more stiff by default - makes neck bend a little more when manipulating head * fix hand bend and other deformations of hands that look unnatural * doubled off-axis finger joint strenght to minimize side wobble * tuned leg joints for more natural low-resistance movement - doubled joint hold spring but lowered max force to give a more consistent resitance across entire range of movement * changed animation pattern to also save substeps in preset save * disabled thumbsticks for UI control (slider, popups) * disabled Vive thumbpad UI manipulation * disabled joint name popups when UI is hidden and that option is enabled * added option to hide motion controller balls when UI is hidden * main window screen now has more clear message about putting VR headset on * after pushing start, the button and other UI elements will disappear so it is more obvious it worked. model will fade out as main scene then loads Bug fixes: * fixed launch from Oculus home causing issues (seems like Unity and OVR version update has addressed this) * fixed skin materials not restoring properly in some cases * fixed exploding character when character is disabled, moved, and the re-enabled - large change in positions without pausing the simulations was causing this * fixed not being able to add animation steps after linking * fixed select object from scene issues * fixed atom selection popups not updating correctly when loading scene or using select from scene button * fixed dust/halo options for light not saving in scene file * fixed on load - objects that linked to other atoms in some way were not showing linkage correctly in UI * fixed missing laser pointers on start screen * fixed keyfile issue with keys entered with lowercase letter * fixed colliders on RelectiveSlate and ReflectiveWoodPanel * fixed Glute Mass paramter not hooked correctlyup in play mode UI Performance improvements (roughly 10% improvement CPU and 5% improvement GPU over release 1.0): * GPU - Shadow system - optimized shader code a bit more * CPU - enabled threading on mesh merger * CPU - additional skin optimization to avoid extra memory copy of vertex arraysскачать dle 11.3

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12 March 0 6 308
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