Home Artists Posts Import Register
Patreon importer is back online! Tell your friends ✅

Content

Hi all-

More details about what the video shows are further down in the post if you watched that before reading the post.

VaM2 Progress Update

We made a significant change in our VaM2 development work over the last few months which is why it has been a long time since the last progress update.

For those that are new to this project, VaM2 is the next generation VaM product that is currently in development. VaM has had a long life, but it was time to move forward into future technologies and assets, while also improving upon what VaM started. That is what VaM2 is. Please note VaM will still have a long life ahead while VaM2 is developed. We have stopped making updates and fixes to VaM so that we can put all focus into VaM2. VaM content continues to be created by our extremely amazing and active community (see https://hub.virtamate.com).

Here are the goals we have previously stated for VaM2, and these continue to be what drives us in development at every stage:

  • Improve visual rendering to next-gen AAA quality.
  • Improve physics. Improve collision accuracy. Improve realism of skin, body, clothing, and hair physics.
  • Improve performance. Scale better with high-core-count CPUs. Offer more performance options that allow VaM to run on lower-end hardware and still be enjoyable.
  • Improve usability.

What has changed? We were working pretty steadily on the VaM2 Core Application and were to the point that we were ready to make content to test the VaM2 Core Application with. As we started bringing in and making assets for testing, we realized we wanted to build all VaM2 content in the system we would eventually share with the community for making addon content. So we took a turn and started working on the VaM2 Addon Kit. This VaM2 Addon Kit is a Unity-based project that works separately from the VaM2 Core Application. The VaM2 Addon Kit serves the following purposes:

  • Easy creation of content for the VaM2 Core Application.
  • Easy deployment of created content for testing and for delivery to others
  • Robust plug-and-play system that allows content to easily connect to other existing content
  • Content that loads quickly in the VaM2 Core Application, and does not hang the application during load. Content should work as if natively built into the application.

The new VaM2 Addon Kit required significant work to accomplish. We did research into many different addon systems that are available, and ultimately built a custom system on top of a new asset system from Unity. This new custom addon system is now complete enough to build content for the VaM2 Core Application and meets all of the above goals. The primary VaM2 goals of improved usability and performance were met here as demonstrated in the video. In addition, this new VaM2 Addon Kit will allow creation of content that simply was not possible in VaM.

Video

The video linked here contains 2 parts.

The 1st part of the video shows the test application we created for testing content created with the VaM2 Addon Kit. Please note the interface and UI is just for testing and does not resemble what the VaM2 Core Application will look like or how it will function. All content shown loading in the test application in the video was created using the VaM2 Addon Kit. As you can see, load times are incredibly fast, and is reflective of how loading in the VaM2 Core Application will be as it will use the same system. The content streams in on a background thread so it does not hang the application while loading. And it streams in much, much faster than content did in VaM. The best part of all is community created content will use this same VaM2 Addon Kit and will have the same fast load times shown here. No more waiting minutes for scenes and textures to load as was a common experience in VaM.

The 2nd part of the video shows some examples of how the VaM2 Addon Kit works inside of Unity to create new addons. We will provide guides and tutorials on how to use this kit to make it as easy as possible. Hopefully the video captures how simple the process can be. And more complex addons, including fully rigged figures that can be animated and simulated with physics, can be built with this kit. The character models shown in the video were also created using this same kit.

The new VaM2 Addon Kit will be delivered to the community sometime after the 1st beta of the VaM2 Core Application. The first beta of VaM2 Core Application is our primary focus now and will include some content built using the VaM2 Addon Kit as shown here. We don't have a delivery date for the first VaM2 beta at this time. We stopped making estimates on delivery dates because we are always way off and we often change plans as we go that adds more time to development.

Thank you for your support and patience as VaM2 is developed. We could not be doing this without you!

Meshed and Team

Files

VaM 2.X Fast Load And Addon Kit

This video demonstrates massive improvements to load times of content in the upcoming VaM 2.X application. Also demonstrated is the Addon Kit for VaM 2.X. The Addon Kit is a Unity-based project we created that is used for making all VaM 2.X content, including content we provide. This Addon Kit will be shared with the community, giving everyone the ability to make high quality 2.X content in the same way we do.

Comments

Michael Fread

This looks fantastic! Does/will 2.x resolve the single thread CPU bound nature of VaM 1.x?

Alphalfa Omegatron

9 months later and no updates... Could you spare 5 minutes and let us know what's going on? After 3 years and millions of dollars invested by your supporters, it seems like there should be a really solid beta version released, at the very least... Dead project?

meshedvr

VaM2 is mentioned in both the 1.21 and 1.22 post updates: https://www.patreon.com/posts/vam-1-21-77428912 https://www.patreon.com/posts/vam-1-22-79065136 Due to the vamX partnership and length of time it was taking to develop VaM2, we decided to do more 1.X releases. We are back on VaM2 full time now. The beta is still a ways out. If you want more frequent information, please join our Discord server (you can link to it on the Patreon settings pages). I frequently post on the vam2 channel there. That is our preferred communication method. We are planning a VaM2 update post here as well, but for those that cannot wait, there is a ton of information in the vam2 channel on Discord.

Anonymous

Any hair creation tools implemented yet?

Desmond

Is the project dead?

meshedvr

No! We are working hard on getting the beta completed. Please join the vam2 channel on Discord if you want more information. I am also planning to give some updates here on Patreon, but for now Discord is the easiest way for me to communicate more frequently.

Patsi

how does it go on, does it go on?

Alphalfa Omegatron

It's been 11 months since the last Patreon post about VaM2. I call BS and declare VaM2 a dead project.

Alphalfa Omegatron

Translation: "Yes, but keep sending money because I like it. I don't have time for financial backers on Patreon."

Mikea

Can you share any new information to your customers please?

meshedvr

We are working on a VaM2 progress update that will be posted on Patreon soon. In the meantime, please join our Discord where I give out frequent information on the #vam2 channel.

circumlocutory

I love the idea of the Addon Kit, hopefully that will give many more people a way to create stuff for the game!

R K

Very cool.

Jon Persson

When's the IPO?

PapaPlay

Looks good and advanced. Looking forward to the full release.

SlamT

Awesome! Do you recommend I learn Unity? I have not used it before.

Anonymous

great show...thank you

Lamar

Are You Not Entertained VAM 2.X Lets Go!!!!! Great Work ! SALUTE !!!!

STEPHANE

Another killing !!! ;-) Thanks team! Thank you for this crazy job :-)

Acid Bubbles

I actually disagree; writing plugins for VaM requires a huge amounf of guesswork, but Unity has buttons to make discovery easier, and lots of documentation and online examples, blogs, videos, etc. I'd say it'll probably be much easier for novices to use than what we currently have. But we'll see when it's out :)

meshedvr

I see there were some comments that were deleted where the poster was worried about needing to learn Unity. 2.X will still support C# plugins like 1.X did. 2.X will still support modifying in-game content in a very similar manner as 1.X did. The 2.X Addon Kit is optional and does not need to be used at all to enjoy 2.X. The 2.X Addon Kit is like the previous Custom Unity Asset atom in 1.X, but much more powerful. We will likely require it or at least highly encourage it for the case of texture sets. Why? To allow for the fast loading shown here.

meshedvr

To answer your specific question. If you want to make custom models or other mods for 2.X, then I recommend learning some Unity. You could just wait for us to release the Addon Kit to do that though. We will have some guides and tutorials to help with this. The 2.X runtime will still have much of the capability 1.X had, like being able to tweak material settings, change skins, change morphs, make animations, make scenes, etc.

Riccy

MESHED VR PRESIDENT !!!!

Anonymous

is there support for fun script?

Anonymous

Looks great, I really hope you'll ship the Addon Kit sooner rather than later, so that we can start experimenting with our own content, even with unstable APIs. Demo content is always so limiting. Would be really great for productivity to not have to restart the application every time, even with the improved speed. Is that on your agenda? Would be even greater to have an option to automatically reload / re-instantiate changed content for fast iteration, especially in bigger scenes. Also scenes: Are you planning on enabling scene authoring in Unity Editor as well? The perfect situation would obviously be being able to edit in both Unity Editor and VaM and have them sync, but that might be a bit of an ask :D In any case, looks great. I'm really looking forward to this!

Xymox

i mean you have a lot of crashes so you have to restart every time. I upped my memory from 8gb to 32gb and all my crashes were gone after that.

meshedvr

The Addon Kit should be out shortly after the 1st beta. It will come with a warning that content created with it might need to be reworked over time since it is early access to it and everything might not be completely finalized. I'm looking at hot reload. Since the addon tester shown in the video doesn't have any save/restore functionality it couldn't be shown there. In the real runtime you should be able to update an addon in the Unity Editor and then have it reload properly in the runtime application. There may be cases that don't work exactly as you expect as some things can have state that isn't saved so in those case they would be reset to initial state. We might be able to allow some limited editing in Unity Editor for making scenes. It gets a bit tricky as we have some licensed assets which can only be accessible to end users in the runtime application itself. Also - I mentioned this on Discord yesterday, but 2.X memory requirements are much lower and I posted an example. Come check out our Discord 2_x channel if you haven't already.

Prathan Thanakom

This will be a game-changer for Vam....

DaveK

That addon chair was exported extremely fast and looked great... did it also include collision info so was pretty much ready to use?

meshedvr

Yeah it had a mesh collider, but we are going to push for objects to use primitive colliders as they are much faster to use in the physics engine and also can be supported in clothing and hair physics. It may also be required for the skin physics system, but we won't know for sure until we work on that more. We may develop a system that can easily convert mesh colliders to a set of primitive colliders that will work well in the 2.X physics system.

meshedvr

Also - this chair was from a Unity store asset that was already prepped for Unity for materials, etc. The modelling and material setup is clearly not shown here which is the bulk of the work. The video was just to demonstrate how fast it is to export and load into the runtime once you have the model properly created and working in Unity already.

Anonymous

Hi. Future plans for a pass through feature , now the the quest Pro is on the market?

meshedvr

Yes. I have a Pro and I will be looking into this. I plan for 2.X to support VR, AR, and mixed.

Anonymous

i know right how much longer this is taking forever

Anonymous

Is VAM coming on steam? Would we get a steam code?

VirtaArtieMitchell

Will there be any changes/updates to how clothing works? I'm a clothing creator on the HUB and would like to be able to hit the ground running when 2.0 launches.

Anonymous

This is really great stuff and taking the time to build it right is the right way to go. Its already miles ahead on performance so hopefully all these changes add up to good framerates.

Spain

Will 2.0 backwards compatible? I only ask because there are some great scenes and a lot of hard work from the content creators that would be missed if we could only view them by logging into predecessor version of VAM. It's probably a tall ask, but thought I would ask anyhow. Thank you for all your hard work!

meshedvr

2.X is not backwards compatible. A big reason for the creation of 2.X was to move to more modern models and technologies and fix performance issues. All of that required breaking backwards compatibility. In some cases, creators would use external tools to adapt their content to work in 2.X. For instance there are tools available ton convert Daz3d Genesis 2 clothing (what 1.X uses) to Genesis 8 clothing (what 2.X uses for the included models).