242 submissions
Video:
https://dai.ly/k6TsOAf0lnUlo2rSOou
VAM 1.11 dropped last week which now allows you to import custom models :)
The hands are a little glitchy on the can so I had to disable collisions on them which is why the fingers go through the can at times. Still early days for VAM yet. :)
Never was good at titles :P
https://dai.ly/k6TsOAf0lnUlo2rSOou
VAM 1.11 dropped last week which now allows you to import custom models :)
The hands are a little glitchy on the can so I had to disable collisions on them which is why the fingers go through the can at times. Still early days for VAM yet. :)
Never was good at titles :P
Category Artwork (Digital) / All
Species Alien (Other)
Size 1920 x 1080px
File Size 248.2 kB
Listed in Folders
Definitely doable with little in ways of jump cuts along with the self gropage trope and all that sort of stuff. VAM is an absolute MTF TF-TG dream come true. When you're feeling your own breasts post TG, everything moves with soft body physics which gives an un-rivalled level of accuracy and fidelity both from a true first person perspective and when seeing the animation from a 3rd person observer POV. It truly is next-gen stuff and is as close as you can get to having a non-human female body with current VR technology. :)
Only thing that bothers me is video hosting. DropBox would probably be viable for that as I've seen others host mature videos on it.
I'll leave these here to give you an idea of what it could be like:
https://www.youtube.com/watch?v=74FngIM3er4
https://www.youtube.com/watch?v=mxSHX6_lazw
Only thing that bothers me is video hosting. DropBox would probably be viable for that as I've seen others host mature videos on it.
I'll leave these here to give you an idea of what it could be like:
https://www.youtube.com/watch?v=74FngIM3er4
https://www.youtube.com/watch?v=mxSHX6_lazw
Still on the fence with sound design on "animated TFs" right now. Doing Audio TFs with no visuals was one thing but upgrading to moving images, the requirements on the amount of detail goes through the roof in terms of synchronization. I'm sure I'll do it at some point but it's something I'll need to ease myself back into as I haven't done TF Audio stuff for ages now. That and I'd rather wait for VAM to improve the way the morphs can be animated as using animation triggers instead of conventional keyframes is tedious as all hell. If I had keyframe animation, I could easily animate the muscles expanding and contracting over the course of the TF for example. Something which just can't be done easily with VAM in its current form.
Can we yet import things and attach them to characters, a la the minotaur's horns? I could understand the tail not working since I don't think it supports rigged meshes yet.
I also just found out that VR Chat is made in the same engine (Unity) as Virt-A-Mate. Since VR Chat has absolutely tons of custom rigged character models, I'm wondering if it's only a matter of time before we get that kind of variety in Virt-A-Mate? :3
I also just found out that VR Chat is made in the same engine (Unity) as Virt-A-Mate. Since VR Chat has absolutely tons of custom rigged character models, I'm wondering if it's only a matter of time before we get that kind of variety in Virt-A-Mate? :3
If you go through the process of importing the Horns into Unity3d and then exporting them into an AssetBundle, then you can use them although parenting them to the head bone is fiddly as the model has to be standing perfectly straight and upright. Due to the way VAMs body shaders differ to the shaders used on the customatoms, the shading does look slightly different.
https://www.reddit.com/r/VirtAMate/.....he-assetbundle
You've also gotta jump through a whole bunch of hoops like converting the specular map to a PBR map but that's a reasonably simple process in GIMP.
MeshedVR has said on the VAM discord that he's going to add a way to utilize VAMs own shaders on custom atoms which should alleviate the shading issues.
I do remain hopeful that we'll eventually get custom rigged physics characters at some point even if we don't get the super advanced skin physics. I've still got the source models from my Post TF stuff that I'd really like to port across to VAM.
https://www.reddit.com/r/VirtAMate/.....he-assetbundle
You've also gotta jump through a whole bunch of hoops like converting the specular map to a PBR map but that's a reasonably simple process in GIMP.
MeshedVR has said on the VAM discord that he's going to add a way to utilize VAMs own shaders on custom atoms which should alleviate the shading issues.
I do remain hopeful that we'll eventually get custom rigged physics characters at some point even if we don't get the super advanced skin physics. I've still got the source models from my Post TF stuff that I'd really like to port across to VAM.
Parent settings
https://i.imgur.com/ta2BfTk.jpg
Don't forget to set the parent link on the custom atom afterwards or the head will be stuck in place.
Screenies:
https://i.imgur.com/huEQggk.jpg
https://i.imgur.com/xAtCZ1u.jpg
https://i.imgur.com/k1e8TCc.jpg
https://i.imgur.com/5FEb297.jpg
If you'd like me to make some documentation on this, please get in touch.
https://i.imgur.com/ta2BfTk.jpg
Don't forget to set the parent link on the custom atom afterwards or the head will be stuck in place.
Screenies:
https://i.imgur.com/huEQggk.jpg
https://i.imgur.com/xAtCZ1u.jpg
https://i.imgur.com/k1e8TCc.jpg
https://i.imgur.com/5FEb297.jpg
If you'd like me to make some documentation on this, please get in touch.
The software is called Virt-A-Mate (AKA V.A.M.). It's a Virtual Reality application that allows you to animate Daz3D models via Motion Capture using the VR Headset and Motion Controls.
In the case of this video, the movements of the head/hands are my physical movements. The rest of the body moves via IK/Skin Physics). Apparently, on the HTC Vive, you can use another 7 trackers for full motion capture of the body but I don't have access to that at this time...
In the case of this video, the movements of the head/hands are my physical movements. The rest of the body moves via IK/Skin Physics). Apparently, on the HTC Vive, you can use another 7 trackers for full motion capture of the body but I don't have access to that at this time...
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