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Breast collision is now disabled during calibration, so the calibration result will always be correct even if there's e.g. a hand pushing the breast when calibration begins. However, it's still recommended to try to avoid collision, since the colliding object can end up inside the breast or just in a different position relative to the breast after collision is re-enabled at the end of calibration. But at least you don't have to worry about needing to calibrate again if you load a scene that was saved with collision happening.

Other:

  • ensure plugin gets removed from memory if removed from the person
  • small performance improvement to continuous calculation of collider's distance from its normal position (10 slow square root calculations per physics update gone)

Fixes

  • fixed person UI not being modified when VAM asks for permission to load plugins from the package
  • wait for person skin to be available during initialization to prevent an occasional error

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Still to-do for 5.1 - optimize nipple collider, and navigate to Skin Materials 2 friction settings from a button in the plugin UI.

I've looked into the nipple collider briefly and I'm not quite sure if there's much to be done about it except to ensure that its collision is disabled when soft physics is enabled. I think for best results collision on the nipple area should rely just on soft physics. However it could be that the soft collider properties of the nipple area could be improved a bit.

-everlaster

Comments

babul

Great work man, I love those frequent updates.

CheesyFX

Thanks for fixing the collision "bug" :)