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Happy Friday! Here's a quick look at some new features in this week's update:


TELEPORT & ROTATE
The model gets a grab marker that stays above the head. When you drag that element an UI helper appears allowing you to quickly move & rotate the model in the scene:  Example video https://www.redgifs.com/watch/nauticalanchoredflickertailsquirrel . This is a step towards interaction with the scene the goal is to have actions like sit down, lie down. It will probably continue as WxM not Alive but we'll see

On desktop you can rotate the marker (and any atom for that matter) by holding SHIFT while dragging it


POSITIONS
A new section similar to actions & commands that allows quickly changing a few poses by connecting to the vam vanilla animation system. This was more of a under the hood update that will help add emotes & better reactions and that's the goal with it. I hope to eventually extend it with BVH animations too.

CHANGELOG v15

- fixed caress touches detection
- fixed grunting - gasping on spank collision
- prevent head gaze & eye track when eyes closed command is active
- added DropHands & DropLegs actions - they go to Off for a second so that gravity kicks in. then they automatically reset to the position & rotation states that were before (on,comply,etc)
- fixed tpose detection hands drop not working when the model scale was not exactly 1
- fixed model trying to track player when very close causing head twitching
- added Positions in Actions - quick change positions with triggers, ties in with the vanilla vam animation system
- added presets screenshots and auto add extension if missing
- fix squint causing issues on kissing & eyes closed
- added better head tracking and movement for kissing & sound on proximity
- added settings to keep hands & legs above ground level (when y<0 reset to 0 height)
- added person teleport & rotate functionality
- added Vibe2 command for more procedural vibing movement, recreated the original one i had built in some models demo scenes using cycle-forces
- fixed cheeks ballon pucker morph conflict causing twitches
- reduced idle hip movement, sometimes it was too exaggerated
- improve performance on morph operations
- changed morph detection logic to prevent morphs with the same name causing problems; I'm not sure if the Tittymagic compatibility issue was real, i was unable to reproduce it, but if it was then this update should help



KNOWN BUGS & LIMITATIONS

- intended to work with one model and with default model settings (like after hitting reset pose). if multiple models have the plugin or they use different settings like comply, likely there will be problems. main focus is the default scenario with limited plugins & animations. i don't test it at all in fringe scenarios, there are too many in vam


DEPENDENCIES

Same as before, Ashauryn's 3 morphs packs:
https://hub.virtamate.com/members/ashauryn.11965/#resources

Files

Comments

Anonymous

Hi! In fact, the problem remains, but the manifestations of the conflict are not so strong. https://vimeo.com/750632824

SPQRAeternum

what version of tittymagic is that? i think it's a morph packs thing, some morphs from some pack use the same names. technically all that does is alter some face morphs, it shouldn't interfere with breasts at all. but i'll look into it some more

SPQRAeternum

still can't reproduce it on my end https://www.redgifs.com/watch/draftyuselesscapybara. does it happen to you on the default tittymagic settings as well and without any other plugins involved?

Anonymous

One more wish. I would like that the launch of one command turned off another already running one. Otherwise, confusion arises.

Anonymous

I disabled all other plugins except TityMagic and restored the default settings for this plugin. Problem still exists

Anonymous

I thought maybe it was the character, but no. The character by default shows the same result. https://vimeo.com/750640076

SPQRAeternum

i know what you mean but don't know if it will happen. i'm making the actions &amp; commands with something else in mind, the alive plugin ui now is just a temporary thing and to give you guys something to play with in the meantime. the goal is to do a different ui where features/actions are more game-like and more fun to manage. more like hentai games, less like software. the idea for these is to be stackable individual things, you might do dance + eyes closed + silence for example. They'll appear as 'active perks' with icons in the new ui and from there it will be simple to stop them individually. to me that's the most efficient way to go forward and get more done. some people will get confused one way or another no matter what i do.. i'm more focused on the end-goal than stuff like that but i might do a Stop All feature or something like that though to help in the meantime

Kilo

Great work as always mate! Can it be made so that they will interact with another model (eg kiss or whatever) and not only just the player? Thanks.

Kilo

Fantastic, can't wait! Thanks for replying.

Anonymous

Hello! Regarding the conflict with the TityMagic plugin... I have Morph MOUTH OPEN WIDE in triplicate. Only the third one is in conflict. It is he who works in your plugin, as far as I understand. https://vimeo.com/750997060

SPQRAeternum

hi. yup, that's what i meant about morph packs. very likely you also added morphs directly to core vam and not just through VARs and that name is for a core vanilla morph. if there's another morph that uses the same name and sits in core, alive will thing that's the core default "mouth open wide" morph and use it. i'll try to add more validation but idk if it's possible to distinguish them unless i hardcode a ton of ids and i'm not gonna do that, too much time wasted and would cause me all sorts of headaches

Anonymous

Don't these morphs have different names? I have morphs with the same names, but it is these morphs that differ in numbers at the end of the name. Is it not? I'll try to find and remove them if possible.

SPQRAeternum

names can repeat, that's why you have 3 times mouth open wide, normally it's only one morph like that. they do have some ids but i'd have to change all morphs just for that 😭 and would mess up my process. but i'll see what i can find and do to fix it