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Hello!

This release contains the new Shapeshift module which includes

  • The previously showcased abdomen g-force morphs

  • New glute g-force morphs! (Check the attached test scene.)

  • A couple of simple g-force morphs for the back (no visible jiggling, just shifting slightly with gravity)

  • The Bone Offsets feature explained here

The glute g-force morphs are still missing a forward/back component. Note that BootyMagic's morphing is disabled in this version and will likely stay disabled until I've revamped the morphing system used in BootyMagic.

All of the Shapeshift morphs are works in progress, although I consider them pretty good compared to any of the morphs previously used in the plugin.

No joint angle morphs are included yet, although that system itself is working. I wanted to originally have these ready as well, but creating the morphs just takes a lot of time and testing. One thing at a time.

Bone offsets are available in the respective tab in Shapeshift. They are all at default values so far.

I'm not going to explain the Shapeshift plugin UI just yet. Not that its a super complicated thing, but it does have a learning curve, and editing the included morph configurations isn't really necessary, the UI is more for setting up new morph configurations but adding morphs is not supported yet. However if you want to, feel free to peruse the G-force Morphs tab and try to figure out what the sliders do :)

READ: I would recommended against using this version of Naturalis as the new "daily driver". The same goes for any alpha version, tbh, but especially this one. There could be unexpected bugs or other issues due to a large number of technical changes, and loading Shapeshift data from scenes or presets saved with this version may not work properly in future versions.

Included g-force morphs

Covering the entire body will require many, many more morphs!

Test scene

The attached test scene is set up with poses that have higher than usual springs applied in the joints' Physics tabs. This causes the joints to accelerate more easily when the control nodes are grab moved, and produces more visible morphing than what you'd get in a typical pose that uses default springs.

In fact the way that g-force morphs will oscillate is very dependent on how the joint springs and dampers are set up. Regardless of joint physics, gravity will still produce the same amount of morphing though, so the pose corrective aspect of g-force morphing will always apply. But for jiggling the morphs you need relatively high springs (and not super high dampers).

One of the poses in the scene is has controllers linked, allowing you to rotate limbs by grab rotating the shoulder/thigh joints, etc:

The other pose is unlinked (controllers in On state). Use the poses labeled "(180)" to turn the model 180 (for checking out the glute g-force morphs as opposed to abdomen).

Play around with the grab moving and the G-force morphing multiplier slider to see the difference!

Other changes

  • fixed issue where it was not possible to close the adjustments info panel in the plugin UI

  • fixed issue where enabling TittyMagic during an ongoing calibration messed up breast joint physics

  • fixed issue on male atom where loading the plugin from a preset would cause it to wait indefinitely and not calibrate (introduced in a previous alpha)

  • various minor UI tweaks

-everlaster

Comments

Pan-da!

just.... impressive °o°