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Improvements to the plugin can be divided into two categories - things that further the realism of breast behavior, and things that improve the usability of the plugin for the purposes of creating characters, animations and scenes.

In the realism category, there are limitations inherent in VAM such as the way soft physics works and the low number of skin vertices, but there's also a lot of unexplored territory. There's still a long way to go until the plugin's potential in VAM 1.x is exhausted!

In the usability category, version 5 added a lot of the things that were previously planned, but there's much more to be done here as well.

Previous roadmap items

Here, I've compiled a list of previously announced features and improvements that haven't yet been implemented (roughly in the order in which they were announced).

1. Custom morphs

Originally announced all the way back in January, this is the next big feature I will focus on for TittyMagic, finally. It has the potential to make breasts look much more realistic in different poses, but also to improve the way the plugin adapts to different breast shapes and morphs them accordingly, and to increase the ways in which the morphing system can be customized.

2. Compatibility with different gravity settings 

Take gravity settings (as adjusted in Scene Misc tab) into account when adjusting breast gravity. The current breast gravity implementation always assumes standard earth gravity.

3. Improve physics with clothing

The specific features that this involves aren't yet very clear, but at a general level there should be controls for how physics, morphs and colliders are automatically adjusted when clothing is equipped.

Automatically transitioning to undressed physics should be possible when the clothing no longer collides with the breasts, even if it's still "enabled".

Finally, I want to investigate the possibility of directly applying settings to those soft physics joints/colliders which are colliding with the clothing item while maintaining unclothed physics on the rest.

4. Left/right asymmetry

Each breast would have fully independent physics, morphing, gravity and collider settings. While this doesn't immediately sound like something that would be particularly useful, there's two arguments for why it should be implemented:

A) Breasts are always slightly different, and the subtle effect of them behaving slightly differently might be important for realism. The best way to implement this would be for asymmetric size and shape to be configurable easily in-plugin, and the physics would then follow from that.

B) More possibilities for character creation - implant in just one breast; one breast covered by clothing; cyborg character where half the body is a machine, etc.

5. Breast presets

Copied from the July 1 post:

A rudimentary version of this existed in the very first TittyMagic release in Jan 2021, but later versions then focused on automation and dynamic adjustment instead. Now, with detailed configuration options being added, presets might be very useful again: both for easily trying out different breasts on a look, and as starting points for tweaking.

Aside from that, breast presets would make it easier to get the most out of the plugin as the presets would be using morphs that are optimal for the plugin's dynamic adjustments.

6. Improve dynamic morphing

This goal has somewhat evolved from its original form in the July 1 post. For the most part, dynamic morphing will be improved with custom morphs. But there's two other problem areas with the implementation that custom morphs can't address:

  • Breast depth morphing works a bit inconsistently. Very small breasts don't morph as much as they should due to gravity, and in general I feel like there's too much of a tradeoff between how easily gravity has an effect vs how easily collision has an effect. At the moment, in order for gravity to have a anywhere close to a realistic amount of effect, collision morphs breasts too easily in the forward-back direction.
  • Increasing the amount of morphing (using the multipliers) causes the morphs to reset too slowly. I don't know if you've noticed that, but I would like it to be possible to increase the amount of morphing without this issue.

The first problem might be fixable by reintroducing chest angle based morphing into the mix, but that needs some experimenting. It's not clear what the limitations and challenges are with getting that and directional force morphing to complement each other nicely.

The second problem has to do with a feedback cycle. The amount of morphing is based on the position of the nipple relative its neutral position (as determined by the plugin's calibration) - so when the amount of morphing is increased too much, the change in morph value moves the nipple to the direction that increases the morph value even further. To fix this, there would have to be some kind of reference point that moves when the breast moves, but is not affected by morphs.

7. Custom hard colliders

The built in colliders (5 spheres per breast) have the limitation that their position and size don't adjust dynamically with breast shape. Instead, their sizes and positions are only calculated when you either recalibrate the plugin or adjust the collider settings. This makes them both poorly suited to collision during animation (though they still enable much better collision than not having any hard colliders), and cause inaccurate collisions in poses other than standing upright.

Solving these issues requires a bit of R&D, and may not actually require custom colliders. But custom colliders would also allow increasing the number of colliders which might not only improve accuracy and realism of collision physics, but might be the optimal way to scale the colliders with breast size.

New planned changes

There was one more goal mentioned in the July 1 post, which I want to scrap: advanced configuration of the plugin's internal parameters. This would likely be useful only to a niche group of users, it would take a lot of development time, and it would increase the ways in which things could go wrong while using the plugin. I'd rather just keep improving the quality and usability of existing features instead.

8. Improve built in hard colliders

The existing built in colliders do a pretty good job. But there's an issue where the colliders don't adjust well to some breasts, in particular breasts that are very large get colliders that are way out of proportion, and breasts that are very different in shape from the shape I tested with get colliders that are poorly positioned. This is something I want to fix sooner rather than later.

9. Improve the breast gravity implementation [✔ Done in Naturalis v1.0]

Currently there's no way to adjust how gravity affects breasts at the level of each physics parameter, even though the physics parameters themselves can be offset individually. That doesn't really make sense, so I think I will revamp the breast gravity UI at some point and allow per-parameter adjustment. There's not that many parameters being adjusted anyway, and doing this would make it more transparent and obvious what is actually happening.

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I will begin working on the custom morphs alongside the development of smaller updates to TittyMagic, as well as BootyMagic and the defaults manager. A version of TittyMagic that actually utilizes custom morphs might take a long time to develop though, and updates to the plugin will be smaller and less frequent until that happens. However I'm quite excited about this, it's like a bit of a journey into the unknown where an unexpected reward might be just around the corner 😄

That's it for now!

-everlaster

Comments

Gary Leong

I would say that this is the most important plugin in VAM for now, at least for a long period. Looking at all the future implementations, personally I would prefer physics with clothing that may help us enjoy cleavage while bra is equipped and the breasts would be back to normal when the bra is off. By being greedy, the second implementations that I would prefer is the colliders or fingers grabbing on the breasts will be closer to realism in one day. Looking forward to all of it!

everlaster

The second implementation is unfortunately not very likely to happen in VAM 1.x due to the relatively low skin mesh resolution of the model. Even if I found a way to increase the number of colliders, the skin would still limit how accurately collisions are reflected in the way the skin bends. The first one though, definitely possible :)