XaiJu
everlaster
everlaster

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Naturalis v1.0 alpha 3 release

First 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

Fixes

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For the next alpha(s):

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

Thanks 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


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