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Hiya. I'm pretty happy with the changes in this release. Local distortion physics performance is improved a bit. However, the bigger change is that triggering calibration is much more in the user's control now, and it's obvious when a calibration is needed based on the new Calibration Pending state. 

Change log

Top level calibration button

The calibration button is now always visible above the Person atom UI. The button shows whether there is a calibration pending and whether calibration is currently in progress.

All calibration buttons from the plugin UI itself are removed. There are no distinct "Calibrate physics and morphs" and "Calculate breast mass" actions any more, just one calibration action. Breast mass gets recalculated when morphs are changed, atom scale is changed, or breast mass is offset.

Calibration pending state

Any change that would previously trigger a calibration immediately will just set the calibration to a pending state instead. 

Calibration is done automatically only when (a) the plugin is added to person atom or loaded from a preset, (b) the plugin is enabled in the plugins tab (c) closing the plugin UI (if a calibration is pending).

In addition to setting the calibration to pending, toggling soft physics or local distortion physics will pause updates done by the plugin (to morphs etc.) until you decide to calibrate.

Calibration will be set pending also when making changes to the plugin's parameters via triggers in the scene -  it's up to the scene creator to trigger calibration separately. (Not all parameters require a calibration though.)

Auto-Update Mass toggle is gone!

TittyMagic will never calibrate automatically just because morphs have changed. Morph changes are still detected and will set the calibration to pending. Usually you'll notice it immediately because you'll have the person atom UI open when editing morphs or loading presets. If not, you'll just have to know if this happens, but it's easy to check.

Gone are any compatibility issues with other plugins that adjust morphs on the fly. 🤗 

Also, loading an appearance preset should be completely risk free since calibration doesn't occur while the look is being loaded unless you decide to click the button yourself (if you encounter an issue let me know).

Pausing morph updates when editing morphs

In the Female Morphs and Male Morphs tabs, there is a toggle for preventing real-time updates to morphs. It's enabled by default, and only takes effect when in these tabs. 

It makes adjusting the look's morphs easier while using the plugin - lock breasts in current pose, adjust morphs and see the result, calibrate when done editing.

Local distortion physics: performance, enabled toggle, misc.

Update Rate for local distortion physics can now be selected in the main window. What it means is how often the physics values of individual joints get applied due to local distortions. 

The default is 30 Hz so 30 times a second, previously it was whatever your physics rate was. Compared to 60 Hz, it should cut the performance impact in roughly half. Other options are 20 Hz, 45 Hz, 60 Hz and Use Physics Rate. Generally, there is barely any visual difference between the different options, but you could see a slight difference between 20 Hz and 60 Hz if you really look for it. The Use Physics Rate option might be useful in some situation.. not sure when exactly, but at least there is the option to e.g. use 120 Hz physics and update the soft joint physics values at the same rate.

Updates to physics values of individual soft joints are skipped if the distance to neighboring joints has changed by less than 0.1mm since the last update, or the amount of distortion is 0 (soft joint is in its calibrated position or the distortion amount slider is 0).

There is also a toggle to enable/disable local distortion physics altogether.

Misc:

  • the calibration result for large breasts should be more accurate now and should produce correct non-distorted baseline physics in most poses when there's no animation or collision (there's still optimizing to be done here though)
  • the amount of time the plugin takes to calibrate the local distortion physics for different directions is dependent on how long it takes for the breasts to stop moving, making it faster the smaller the breasts
  • if morph multipliers are changed while local distortion physics is enabled, distortion physics requires a recalibration

Other

  • I found the previous alpha's breasts to be a bit too "floaty" so I changed some default values: increased main joint damper and spring a little, increased the up and down gravity of Up/Down Angle Target
  • Misc UI changes
  • Fixed issue where loading an appearance preset while the plugin is active could cause breasts to glitch because invalid physics values were applied to soft joints (caused by local distortion physics implementation)

Planned for alpha 5

Completing these three tasks should wrap up TittyMagic 6:

1. There's still a lot of small things to improve on the local distortion physics implementation, so I'm focusing on those next. 

2. Also, the default physics settings need to be slightly different if local distortion physics is disabled. Those will likely be similar to TittyMagic 5.2, but not exactly. (This is also why calibration is needed when disabling local distortion physics.)

3. The soft physics parameter UI needs options for customizing the gradient values that define the baseline soft physics from the nipple to the outer soft joints.

We'll see if I come up with further ways to improve or streamline the calibration to make it as painless as possible while looking into these.

With respect to improving hard colliders, it's just too big of a feature improvement to fit into this release, and I don't want to delay the merge with BootyMagic further. There's so many different things to test and experiment with that it deserves more time and effort so I'll return to it most likely in v6.1.

Thanks!

-everlaster

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Comments

LolWhattfBBQ

Latest Titty magic will not work with the Bootymagic plugin?

everlaster

I tested it, it works apart from the collider friction settings UI in Skin Materials 2. If TM 6 alpha 4 is added first and BootyMagic alpha 3 added second, BM will complain "Skin Materials 2 UI is already modified by an incompatible version of TittyMagic. Upgrade TittyMagic to v5.2.2 or later." Of course, that's a bug, but apart from that it should work. I'll see if this can be fixed in the next alpha, if not then I'll get it to work properly in BodyMagic. Was that your issue, or something else?