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10.05 Update

🕑 Added 2022-05-10 01:43:50 +0000 UTC

Comments

TGC

Haven't heard this word for a long time :O Probably still a word!

Chris

Neato! (is that still a word? (was it ever!?) if not,,,im bringing it back! neato right! ;)

TGC

Hehe for sure! :D

TGC

Oh cool just played around with “head scale” and “longneck” and they are very helpful :) Thanks once again! I gonna add "head scale" slider and probably swap the "neck length" for "longneck" since they pretty much do the same, but “longneck” has waay more range. Also yeah the “scale” I meant is overall scale of a model https://imgur.com/TOnn2sF. I had no issues using that as long as body proportions are similar at the end. I usually do not fiddle much with looks myself, but I tested the adjustment procedure a bit in this little scene and found that scale was helpful. Also if only the active controllers match it should be good enough for the look to work in the scene. At least in theory. Like I said I do not play around with different looks much, so I am not very experienced in that regard. Regarding colliders. I reduced the radii on the dudes thighs and shins and they are always active. https://imgur.com/9LbfCdm The girl has only some modified colliders on the left thigh (also reduced radii). https://imgur.com/9QBbFGN They become only enabled on the doggy 3 position. They were not working properly prior to last update, since I only recently noticed that the modified collider editor adjustments reset, when collider editor is disabled on saving the scene. The purpose of all these collider modifications is to avoid the explosions on active dude. Especially on doggy 3 they occurred relatively often (depending on combination of thrust speed and depth), especially when the right thigh of the girl was pressed too much against the bed. Dunno about merging collider presets. Haven’t seen this function :/

CaseEP

Two suggestions: 1) I fiddled with the previous "Look Change" version & didn't find it easy to adapt my standard look to your standard dimensions (My "standardized body" is customized to fit the default look's bone dimensions exactly - only deviation I use are the "head scale" and "longneck" morphs which I adjust to achieve total height = 7.9-8.0 headheights (what someone called "Hero's bodyproportions") ). I'm familiar with the builtin length morphs (leg length, upperbody length lowerbody length etcetc) in the context of adjusting models to scenes, but I was a bit confused what you meant by recommendation to adjust "scale"? The overal VaM scale slider? That one has the drawback that joint positions won't match (If you move both models over each other & look with "targets enabled", you'll see that active controllers will match, but inactive ones not necessarily). Or did you mean adjusting the "head scale" and "body scale" morphs? Or some other morph? 2) Modified colliders: Could you make some screenshots pointing out the changes & their purpose? 2b) Do you know whether it's possible to merge collider-presets?

CaseEP

Yay 4 easier appearance-preset exchanging! Glad my blurb was usefull!


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