July 21, 2017

Character and other Object Customization

First, thanks everyone for the immediate support! It is comforting to know I will be able to continue to work on this due to your help!

I want to mention how to activate the character customization UI since it seems some have missed it. It probably isn't super obvious at first and I didn't have time to make any tutorials. 

1st, place your thumbs on thumbpads on Vive or A/X on Rift. This should show you the control targets. Point your controllers around and using the laser pointers look for one called "Person" and then click thumbpad or A/X. The "Person" object should be in the middle of the bed on the scenes with beds. Open the UI using the menu button. You should see the selected object UI with a bunch of panels for customization: Skin, Morphs, Hair, Eyes, Clothes. Depending on your patron level, you may have more options.

You can use this same method to customize some of the objects in the scene. For instance you can make the capsule toy bigger or smaller. You can change the force/torque/speed of the force producer (the thing that moves her hips in Scene2). You can change some of the glass/mirror properties.

Comments (24)

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Shinraver · September 7, 2017

your software is really amazing. the physical effects are surprising. It's a great job. Do you think it would be possible to add high heels to the dresses like this <a href="https://www.youtube.com/watch?v=Lsayiicbv0M" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=Lsayiicbv0M</a> and a catsuit of latex or glossy legging. I am in awe of your work and I strongly support you. Thank you

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MeshedVR · September 7, 2017

Thank you! I'll have to see what I can find in asset stores. You are welcome to make comments over here: <a href="https://trello.com/c/JJeYbbbD" rel="nofollow noopener" target="_blank">https://trello.com/c/JJeYbbbD</a> <a href="https://trello.com/c/c8qmAQ4T" rel="nofollow noopener" target="_blank">https://trello.com/c/c8qmAQ4T</a>

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Vinnie · August 24, 2017

when I enter the creator code it says "Key file issue. Please check that key.json is in the root install folder... can't get rid of it... any help?

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MeshedVR · August 24, 2017

You probably entered the key using a lowercase letter. I have fixed this issue in upcoming 1.1 release. For current release, do the following: Go into folder where you installed. Go into directory VaM_Release1.0/Release1.0. Look for file named key.json. Open up this file in text editor. Fix any lowercase letter in the keys to be uppercase version. Save the file. Retry VaM.

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Kory · August 20, 2017

Do you need touch controllers to play?

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MeshedVR · August 20, 2017

Rift + Touch OR Vive, yes.

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Bumblebee · August 18, 2017

I don't see that person control but I see all the controllers for the character. I also have to enter the code everytime I start the application, it says code accepted but I can't tell if it worked.

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MeshedVR · August 18, 2017

Maybe that is the issue. You are still running in "Free" mode and not "Creator" mode. You only need to enter codes once. Then put on headset. You should see some check boxes to select content level. If you enter the "Creator" key correctly, there should be a box for "Creator" above the Start/Ready button. Select "Creator" then click the button. This should launch you into creator content level.

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Bumblebee · August 18, 2017

I still can't figure this out. I can't find the controller called "person" & I've looked everywhere. Can you post a screenshot of it?

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MeshedVR · August 18, 2017

Load up built-in "Scene 1". Open the UI so that all the targets appear (the semi-transparent cubes) when you press A/X for Rift or thumbpad touch on Vive. If you see all the cubes, you should be able to find the "Person" one in the middle of the bed. Aim one of the controllers at it and click A/X or Rift or push thumbpad on Vive. This will open the menu for "Person" which will reveal morphs, hair, clothing options.

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Rooster · August 14, 2017

This is a really impressive program. Thanks for all your work on it. One suggestion that would add a lot of flexibility that I think is minor (but may not be) is to add the ability to resize objects by individual dimension. This, along with the already-existing ability to link objects, would allow users to make a pretty broad array of props. The capsule, for instance, could become a long, slim pipe. Cubes could be combined to make couches or stairs. Again, really nice work - this is the most versatile effort I've run across.

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MeshedVR · August 14, 2017

Thank you! Great suggestion! I'll see if I can enable independent axis scaling for some of the objects. I also plan to add a ton more objects once I get past the core feature bringup. I have a large pile of assets (furniture, props, toys, etc.) that I just need to make into official objects.

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QTrap · August 10, 2017

One thing I'm trying to understand is how to combine the various animation components/elements to create the animations. Are there small tutorials on this somewhere or could you give us simple bullet steps? I've downloaded a couple scenes from other users and dissected what they've done and that has helped. I like how it works, but I need to see a bit of the creation in action.

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MeshedVR · August 11, 2017

The current "Animation Pattern" object is just a really simple implementation meant for animating a joint or single object at a time. There is not much to it right now. Coming this month is the motion capture animation pattern object which will allow recording motion from your controller and playing it back. That should be easier to use. And longer term, many more animation features will come, including clips, sequences, editing, simultaneous node recording (great for those with trackers as it will allow full body animation capture). I do plan to make some tutorials for the more complex systems, but I don't have anything yet.

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QTrap · August 10, 2017

I couldn't disagree with d.Johnston more. I'm very impressed at how intuitive this UI is. If you put all the options for all the elements in one menu you would have an jumbo jet airplane control panel and those take years to master. Also, there are many options which don't make sense unless there is a specific context.

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DJ · August 9, 2017

No, this isn't super obvious. So rather than making tutorials, why not just make it super obvious and easy to use? I suggest you put ALL customization options in one menu, accessible from the menu screen. Having, what is it, 6 independent, isolated, and difficult to find menus, with no way to move between them, is just poor design. Most of your users probably haven't even found most of the features yet. If you make the options hard to find, new users are going to just assume the options don't exist, and conclude this software is far more primitive than it actually is.

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MeshedVR · August 9, 2017

There is a reason for not putting everything in one menu. The menu would be quite impossible to navigate. Long term these scenes might have 100s of objects, multiple characters. So you must select the object and then its menu will be available. What I am going to do is have a dropdown menu to allow selecting the object without having to find the node in the scene. I'm also going to add icons to the targets so when looking around you can more quickly identify things.

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Zman40 · August 7, 2017

Thank you also missed for me. Excellent work, I'm a fan, continue like this.Impatient to see the updates.

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behold thebigjoke · July 28, 2017

Um wow, missed this. Thanks!

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WadeVRX · July 23, 2017

just wanted to drop a line and say fantastic work, really ahead of the game here.

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Ting Tong Skippy · July 22, 2017

I understand that it's problematic with the textures. But what about the Genesis 2 poses and expressions ? Would it be more easy for an importation ?

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MeshedVR · July 22, 2017

Yeah both of those would be possible for import. I'll add it to the list, but it will be a long while before I get to this.

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flclempire · July 21, 2017

Lots of interesting stuff to check out. Is there some trick to getting the animator and its steps to work? I tried copying what I saw from the scene with the animated capsule, but I can't get the capsule to attach to the animator or its step line.

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MeshedVR · July 21, 2017

Yes - select the Animation Pattern object. The open the UI and click the Animation tab. There should be a couple of drop down boxes. The atom name should be Capsule and then you can select the subcontrol (control). You can also attach the pattern to various body parts through atom: Person object: name_of_joint_to_control. This is just a rudimentary animation system. The next release will contain the more extensive motion capture animation engine. Also - you will need to be in Edit mode.