Home Artists Posts Import Register

Downloads

Content

Happy Friday! I've been busy with other projects this week but I wanted to keep with tradition and prepared a new update for Alive, making it the 15th in 15 weeks since i've been back making vam content 🥳🎉😭. Some new things:

ABOUT


MULTIPLE MODELS
Alive used to work on multiple models but recent updates for sound sacrificed that. Myself i don't care about multiple models, i try to get a one model experience to be somewhat decent and that's a ton of work as it is, but I updated this latest version to work again with multiple models for people that are interested in that. Stuff like kissing won't work though. I thought about it as requested but it might break some things. If you add v16 to a scene where you had Alive in the past, you might want to go the Help and hit clean alive atoms and reload the plugin again to remove old hidden atoms. In v16 their name include the person atom name to be able to work with multiple models.

EXPRESSIONS
Expressions should be a bit more realistic now and less robotic. They used to go from A to B in a linear fashion, I updated them to use a curve. There's also a new system I made that enhances some expressions by 'twitching' them at certain points. It's being used by the new normal sex procedural expressions that have been added to this version.

GLANCE TRIGGERS
I don't use these yet for anything automatic but I included them for advanced users that might find them useful. These are triggers that get triggered when the player glances, gazes or stares at some of the model's body parts. The plan is to add reactions based on that. They're not perfect though, there's no eye tracking in vr, only head tracking so it works based on the head being towards that area, not too useful at a distance.

CHANGELOG v16

- changed alive atoms (sound,move marker) logic to work with multiple models that can have Alive in a scene at the same time; model on model action will not work the same as with the proximity stuff from player to model action though (eye contact, kissing,etc)
- added clean alive atoms button in Help for clean-up purposes, removes extra atoms that might remain in the scene if you used older versions previously
- added tongue collision setting - tongue collision gets activated only on mouth contact; off by default because on some models the mouth might go underbite mode without the tongue
- adjusted head angle on empty-space gaze, was often too low
- added bezier curves to all alive expression morphs for more realistic expressions and less robotic linear ones
- added glance, gaze, stare triggers for head, breasts & genital area. They get triggered after 1s/3s/7s; it works based on player head position, actual eye-tracking is not possible!
- fixed autoblow & autoride sometimes still triggering despite being turned off
- added autoride speed & force sliders like with autoblow, not realtime though, it changes when the model switches to a different procedural animation
- added validation for morphs that are altered to be only of Pose type to prevent altering the model & avoid conflicts (might help with the tittymagic issue some of you have but not guaranteed, if you find the morphs that you have duplicated just send them to me and i'll fix it, if i can't reproduce the issue i can't really know)
- added procedural facial expressions on penetratrion and some touches, they increase in intensity with arousal
- fixed autoride detection, auto start much more consistent
- changed Sticky Hip & Head hand position detection to PhysicsLink instead of Parent link - keeps hands fixed on hip/head rather than moving around
- added logic to prevent breathing sounds during or very close to moaning


DISCLAIMER

1. This is a work in progress. I'm not a game dev and I learn as I go. A lot of the things I attempt are way above what I know and can do, I also can't afford to spend a lot of time on vam, I barely get to do any testing anymore, so bugs & full rewrites and switching up of features will happen. If you're looking for a finished & polished experience, this ain't it. I recommend E-Motion or Cue which are both free 

2. I'm mainly focused on a one on one interaction on the default vam settings and trying to get that to something decent. I know lots of you want very custom & specific scenarios to work out of the box, I don't have the time to go for all that, vam is way too vast and I'd end up doing nothing that way. But I do appreciate ideas & suggestions and if they're easy and not likely to break a ton of things I'll try to implement them

DEPENDENCIES

- same dependencies as before, AshAuryn's 3 morphs pack https://hub.virtamate.com/members/ashauryn.11965/



KNOWN BUGS
- changing poses from Actions > Positions works properly only when there's one model in the scene, needs more work for multiple models. FIXED (redownload the var if you have this bug)

Files

Comments

thomas d

Wow, its hard to keep up with all these updates, I will check this out as soon as I have time, I thought v15 was quite an advancement in itself. Idle expressions and movements, and touched movement that you have brought with the Alive plugin, is no question a step forward in VAM. I do have an idea I wanted to share, I notice that for example if I start with a particular pose, even with the idle movements and touch, setup a little high, it does not really change the posed position. There is moment (and it is great!), however, the pose itself does not really change. Ill have to set the settings on Max to see for sure, but it would interesting if after a while, the person, from various idle /and touched movement, the person would actually look like they are in a completely new pose. This is just an idea & suggestion! I have no clue if this is a workable idea or not and I know you have a lot on your plate. Any who, thanks for these quick updates. If only I could retire and my wife and family move in with her mother, and I stopped having friends nearly completely, I would then have time to really explore this stuff!

thomas d

I did quick test with high setting v15, it does sometimes, go into another type of pose and then slowly go back to the original one, which is nice. Occasionally, I guess it does get stuck in a weird position, and that is acceptable, I remember that from the other day. Definitely is great the way it is but still think it would be interesting to move into another pose. Although from what you say above it may cause issues. Anyway, would like your opinion.

SPQRAeternum

yup, i'll maybe unite the updates in bigger ones and keep them like once or twice a month, it would keep things simpler. I'm used to code & deliver very quickly, dev builds, but that might too much or confusing for gaming purposes. I do it mostly for advanced users that are excited about things like this and bored with vam. But most people that use it now are probably more casual users, I've talked with a few that are completely new to vam, so i should focus more on keeping it more user friendly and less dev-y Yes, Alive keeps the pose the same. You might like it to be different but i have a hunch a lot of people would complain about it, it would interfere and break many scenarios. You can kind of do it though by changing the model controllers to Comply. Then the idle body movement will alter the pose. It's not gonna be super pretty but it'll work lol don't say that, wifey and friends are a blessing! there's plenty of time for vam-like things, the cool stuff are yet to be made

SPQRAeternum

clicking Person > Controls 2 > All Joints: Comply should allow for things like that. it might require altering the spring & dampering too (or reducing the idle body movement in Alive), the model might move around too quickly personally i'm not interested in stuff like that, if it's random it's always gonna be weird and meh. I'd love to do it proper, i've thought of ways of 'teaching' the model poses, feeding an AI, and then the model would change to real poses automatically based on similarity. too much work for now, i spend too much time already on vam

Kilo

Thanks for the update and all your hard work! Great that we can add the plug to multiple characters. Is there any chance that in the future you could have them interact with each other specifically kiss? An there be an option to toggle them seeing the player so that they only focus on each other? Thanks again.

thomas d

Yeah, even though I have used VAM a while, I still feel like a newbie. There is just so much to it. I need to read more of the tutorials.

Ted Ee

+1 on the focus on other atom. Big props on all the hard work. With each update, you're making other plugins superfluous. Also, sometimes I'll add A15 to a timeline scene and the atom moves out of position, am I doing something wrong?

SPQRAeternum

thank you! yes, I looked a bit into it, but it's not a priority for now, it would take a lot of time and could break a lot of things. I don't want to commit to model on model action too much for now and spread myself too thin, I'd rather try to get player on model interaction to something okish and keep the focus on that, just that alone is very challenging. But i try to leave the door open for people that want to use Alive in different ways, that's the main role for Actions & Commands. For kissing for example you could use ExtraTriggers, do a jaw on jaw trigger that triggers Alive > action > kiss. Regarding gaze, that's a good idea, i'll add something like that in one of the next updates, how there's look at player & look away, i'll try to add a look at (closest?) person command or something like that

SPQRAeternum

i'm not sure about the Timeline question, i didn't notice anything like that. at this phase i'm more concerned to get the standalone experience going and don't focus a lot on other plugins but if it's something that bugs you and you can make video or share the scene i'll take a look and try to fix it. off the top of my head i have no idea, sorry

thomas d

Had a chance this morning to check out v16, and it just continues to get better. Honestly it would take hours to really examine all the combinations. I really like that most of your features can be turned on and off. For example, keep to floor is great in some scenes, in others I found, for example a scene I tried with VAMs animation the person bounces around like a ball, so I disabled it. Have not tried it too much yet. I have all ready written two reviews in the Hub on the plugin, I will do a third as soon as I have some time to fully test it out. So much goodness. I do use other plugins, and no matter how much greater it becomes, I probably always will. Alive is the foundation plugin for everything else. Maybe 5% of my scenes that I do not use it, as it is a scene made just to watch and not interact.

SPQRAeternum

thanks bro. don't worry about reviews, you've been awesome and done already a lot to help this project. I'll adapt and do other things that are more appealing to more people, it's all good

Lubenoodle

Very nice stuff, but for some reason it doesn't seem to detect slaps with male /futa genitals. I was just using default settings, is there something I need to change?

SPQRAeternum

hi, thank you! i only have time to test it and develop it for female models at the moment and barely get to do that, there's many people complaining and expecting much more as it is. so i wouldn't expect a good experience for male models anytime soon but i'll take a look at that and if it's not a ton of work i'll try to fix it in the next release

Lubenoodle

No pressure. I appreciate that it works for the female models as well as it does! I just happen to be a futa enthusiast as well ;)