Naturalis v1.0 alpha 3 release
Added 2023-03-05 17:58:15 +0000 UTCFirst off, a big thanks-a-lot to all of you who have joined the new Enthusiast tier and are therefore reading this! 😀
I mentioned earlier this year that I would plan to do development two weeks off and two weeks on per month. It's proving difficult to even try to do that, given that (1) I feel with the increased price comes increased responsibility, and (2) I don't want the goal of getting Naturalis out of the door to take months. So, at least for now, that original plan is scrapped, and that's alright.
Anyway. This alpha fixes a few important issues. Physics related improvements will come next.
Changes
- Added a toggle Local Distortion Physics Default On in Naturalis.Settings User Preferences. When unchecked, local distortion physics will not be used unless you enable it manually in the TittyMagic or BootyMagic plugin UI, or unless it's enabled in the plugin parameters saved in the scene/preset. Uncheck it if you generally don't want to use local distortion physics due to the performance hit, or if you generally want to avoid the longer calibration.
- The quickness slider (in both BootyMagic and TittyMagic) is now an offset slider with default value 0.40, min value -1.00 and max value 1.00. The 0.40 default value is equivalent to the previous default value of 70. Basically, quickness already worked as an offset like this in the background, but now I don't have to convert the 0-100 range to the -1 to 1 range.
Fixes
- Fixed restoring to the correct pre-calibration pose when simultaneously calibrating on multiple person atoms. Instead of saving the pre calibration pose always to Preset_temp.vap, the plugin saves a pose file that contains a unique calibration event id (so that separate files get created for each person atom). The temporary pose file is automatically deleted after the pose restored to the person atom at the end of calibration.
- The person's collision and pose are restored when the plugin is removed mid-calibration, or when both TittyMagic and BootyMagic are disabled mid-calibration.
- Fixed gravity related texts in the physics parameter windows that accidentally got changed in the previous version (showed e.g. SIDEWAYS_IN instead of Sideways In).
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For the next alpha(s):
- Very low softness breasts will be more realistic when using soft physics (to some degree this might apply to glute physics as well)
- BootyMagic mass calculation
- BootyMagic softness slider and quickness slider to actually have an effect on the physics settings
- Better default settings when soft physics is disabled or character is futa
- Better default settings when local distortion physics is disabled
- Quickness will be rebalanced around 0.00 being the new default
I may need to split these between multiple releases, will see. Also, I'll take a final look at the booty morphing before the early access release (what morphs are used and how much, and how booty size and softness affect things).
I also started working on a release promo video, it'll feature an AI generated voice narrator from beta.elevenlabs.io, I'm pretty excited about it! Just gotta get the physics right before I can record any video...
'Til the next one.
-everlaster
Comments
Re: distorted results The distorted morphing is probably due to a bug that requires soft physics to be turned on before turning it off when using BootyMagic without soft physics. This will be fixed in the next alpha. For now, you should be able to work around that issue by either 1. enabling soft physics (needs to be enabled in user prefs, person atom and in BootyMagic) and then disabling soft physics (in Bootymagic), or 2. have glute soft physics enabled before you add the plugin, and then disable. Can you test if that fixes it for you? Also note that you need to repeat that on and off hassle if the person's skin is changed (in Skin Select or by loading an appearance preset).
everlaster
2023-03-07 09:05:33 +0000 UTCThanks for the update, i like the idea of the fast loading and the faulty booty calibration essentially made me not use it at all. About the new calibration method: I do get inconsistent and distorted results. I noticed it when loading the plugin while the mainController is rotated, so that y points in a more or less horizontal direction. This means that the character is lying down after applying your base pose. Are you taking care of the rotation of the mainController in your algorithm? Maybe you should set the rotation of the mainController to identity in your basepose. I imagine this would be the easyiest fix. And: Right now i got a game crash on reloading of the plugin, which otherwise almost never happens to me.
CheesyFX
2023-03-06 23:09:14 +0000 UTC