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UI OPTIMIZATION & FIXES

I was planning to release v35 early next week so that I can add more stuff to it over the weekend but I'm releasing it early to try to get the new UI working for people that have lots of vars and that had problems with the UI freezing when loading. I added a few fixes to optimize things and to prevent stuff like that. If you still have problems with the UI loading, let me know.


VAM 1.22 

For people that updated to 1.22 and didn't read my previous post, for the UI to work you'll have to enable these in vam settings:
* Enable Plugins
* Enable Web Browsers
* Allow Plugin Network Access - this is new in vam 1.22, it's disabled by default

I made some changes to Alive so that the new lipsync feature in VAM works better out of the gate. The previous jaw settings in v34 and lower didn't look good with it.


ALIVE SETTINGS

I'm starting to move with the Alive settings towards the new UI where I can do more things. The sounds & general settings that were previously in the person plugin are now in the UI plugin and work as global settings. You don't have to use the UI for them to work, you can just load it when you want to change the settings.

I plan on adding help/guide stuff very soon, like a sort of mini-wiki app. For the above settings for example there will be a question mark icon next to each one that will link to the section about that setting.


CHANGELOG V35

* UI: remove old autokiss setings from Alive UI and added them in the main UI as global settings
* UI: removed old VAM master audio slider from person plugin
* UI: added shake controller functionality global setting
* UI: moved sound settings to new UI as global settings
* UI: removed person plugin settings, moved to new UI as global settings
* CHANGE: updated jaw settings to work better with the new lip sync system in vam 1.22
* FIX: added logic to hide the desktop UI when screenshot or thumbnail cams are active to prevent it from getting in the way
* FIX: added fix to prevent freezing on loading for people that have many vars
* NEW: global settings system logic for Alive person plugins;  recheck settings when master ui plugin announces setting change to person atoms
* CHANGE: SmartObjects added Stand option, backend logic to grab smart objects and forward them to the UI - no ui options yet
* FIX: minor fixes for the UI style, labels


INSTRUCTIONS

- Alive.cslist  - classic plugin. this is the plugin that you add to a Person atom
- Aeternum.cslist [optional] - you can add this as a session plugin and the new UI will appear appear and allow for more customization & options

On desktop, F2 toggles the UI on and off. There's also a button for that in the normal vam UI of the plugin.
In VR you'll have to pick a hand the first time running it (from the vam plugin menu, you can click load preset left or preset right) and adjust the position of the wrist watch if you want. On the watch the top button shows/hides the UI, the bottom one snaps the UI back to the hand. You can drag the UI around to unsnap it.



CREDITS

credits for the resources used & songs can be found in the main post on the hub:
https://hub.virtamate.com/resources/alive.15483/


DEPENDENCIES

https://hub.virtamate.com/resources/vam-widgets.28557/

Files

Comments

Anonymous

Where is the open option of Allow Plugin Network Access? I can't find it.The ui cannot be opened

VirtaFan

Alright I go this one working nicely. I had to use it in desktop first and then got it working in VR.

VirtaFan

Is there any way of making it float in space permanently so it doesn't always snap to being on my hand?

VirtaFan

Oh I should point out that I am using Leap motion and only 1 controller so that might be why I am having difficulty? I am stuck with only one controller tho as the other is used for Virtual Doll2 tracking.

VirtaFan

Nevermind I just worked it out. Grab the sphere thing. This is great! Thank you for all your hard work! Really appreciate it. Also your new front page banner cracked me right up!

SPQRAeternum

What was the problem when running it first in VR? Was it like an error or it was just stuck on loading? I'll look into that and try to fix it

VirtaFan

Yeah it had the second from the top bar green and the other 3 were red. Stuck on loading. Works fine now tho. No issues. I might have forgotten to tick plugin network access until after I loaded it or something. Can't remember as its a bit of a blur so I wouldn't rule out user error on my part to be honest. Great plugin!! For voice pitch do we just use head audio now?

Frankibz

Still doesn’t work. The UI keeps loading and nothing happens

SPQRAeternum

the plan is to add voice settings to models/looks, so that you can select a voice out of the 5 available for example, and have there settings like pitch & volume. The vam way where you have to set things per scene is cool but myself I don't like it that much and I'm trying to do something where person settings are person based and work across scenes, no presets, no loading, etc. But it's a WIP, I don't have that system ready yet

SPQRAeternum

i'm happy to help but as I said before I'll need more details than that, I can't play 21 questions everytime it doesn't work for somebody do you get errors in the log ? are you running the latest vam? did you add it as session plugin? do you have the dependency? if the ui loads, what stays red in the loading screen? did you try the debug step from the v34 post?

Frankibz

My bad. Didn´t added as session plugin. Thanxs!!

SPQRAeternum

No worries, glad it worked! I'll try to add a guide/instructions section soon to keep things easier

Anonymous

Forgive me I'm new to Vam. I'm on 1.22. Set all the settings. I select atom, root, and added alivecs.list and the widgits one. It loads UI but all but vamscene stays red. I also get this. Edit. I load as session plugin, and fixed. But I still get this. !> Could not find atom by uid AEMainMenuSound !> Could not find atom by uid AEMainMenuMusic !> Could not find atom by uid AEMainMenu !> Could not find atom by uid AEMainMenuWatch !> Could not find atom by uid AEMainMenuWatch/ButtonReset !> Could not find atom by uid AEMainMenu/AEMainMenuPanel !> Could not find atom by uid AEMainMenuWatch/ISCube !> Could not find atom by uid AEMainMenuWatch/MenuRef !> Could not find atom by uid AEMainMenuWatch/WatchButton !> Could not find atom by uid AEMainMenu/MenuCtrl The regular UI, not the new one, seem to be missing many tabs under advanced such as triggers and sounds? I'm I supposed to install these separately?

SPQRAeternum

Hi! So you have to add: - Alive.cslist to the person atom - optionally, add Aeternum.cslist as a session plugin (for the new UI) If you set those wrong the first time, you might have to restart/reload the scene and put them again correctly to avoid unexpected behavior. This plugin is a WIP in early phase afaiac so it gets changed a lot, I don't just add on top of it. It might be a bit confusing if you try to keep up with me and update each week. If you like some particular features in a version I recommend sticking with that version. Triggers are no longer in the Alive UI, they're now in a free plugin called ExtraTriggers. Sound only had a vam master volume and I moved that under the new UI, I think I also have a free plugin for that. There was also a voice pitch setting but I dropped that for now. You can change that setting in VAM's head audiosource tab and I plan to do custom voices in Alive, like a panel where you pick one out of 5 voices for the model, and I'd rather have there pitch, voice volume & other characteristics all in one place. Ultimately all the options you see in the Alive plugin UI will be moved to the new unified UI. The goal is to have something that allows & helps gameplay and immersion. Selecting atoms, diy triggers & vam's plugin menus ain't it for that, not for me at least

Anonymous

is there a way to run a preset using a trigger? I created an Alive preset to have the model make certain movements during orgasm. I set up a trigger in VAMMoan so that Alive will load the preset when orgasm begins, but I can't find a command in the Target dropdown to load a preset. There are a lot of individual commands, but no way to load a preset that I can see.

SPQRAeternum

Nope, sorry. There might be a way but it's not very pretty. You'd have trigger loading a plugins preset on the Person atom a a whole, like saving presetA with Alive with preset1, and presetB with Alive with preset2 but it's a bit messy if you have lots of plugins on the Person atom

Anonymous

Another question. I've seen that the gaze tab defaults to the person, me. But I don't see any option to make her target another atom, say a guy. I've tried moving the model's eye target to where I want her to look, but alive seems to ignore it. Also, what are all the extra atoms that appear in the scene when Alive is loaded? To be honest, they are a

SPQRAeternum

I don't think you need this plugin for stuff like that, that's how vam vanilla works by default. This plugins tries to add automation and to make the models do things on their own. But it has commands to make a model look at people and objects (automated, picks at random from the scene from the targets) and you can also turn off the gaze feature and rely on vam vanilla or add a plugin like Glance for eye movement. Extra atoms are the things needed for some of the features. You can use an older version if you want less features and something that has only some random expressions

Anonymous

Please don't misunderstand. No criticism is intended. I just wanted to know what the extra atoms are for because in some scenes I wanted to remove them but didn't want to impact the usability of the plugin. I'm still in the learning stages of VAM and the myriad plugins.

Anonymous

That should work since I only have a couple of Alive presets although I do tend to have a lot of plugins on my female models.

SPQRAeternum

No worries, for alive.cslist there are some shapes that form the teleport flag, audio sources for breathing and one that moves where there's a spank collision detected to make the sound come from the impact area, also a uitext atom that I used for a improvised fix for bug related to collisions, and a unityasset for the halo indicator when an Alive person in selected in the new UI. In aeternum.cslist there are more, the vr watch, the buttons for the watch, the webpanel that holds the UI and a few helper atoms to allow the move/snap/unsnap logic in vr, a general audio source to allow music to be played, some subscenes holding the vr watch and ui panels. The atoms get added as necessary when you add/reload the plugin and get removed when you remove the plugin. So if you want to share a scene or something like that and don't want the mess you can just remove the plugins, you don't have to manually remove the atoms. If you remove some with the plugins active they might get readded automatically by the plugins