XaiJu
everlaster
everlaster

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Todo: BootyMagic calibration fix

In Naturalis v1 alpha 1, when you calibrate BootyMagic, morphs will be applied in correct amounts only when the person is standing in a neutral pose (e.g. default T-pose) during the calibration. If the legs aren't pointing straight down or if the hip is tilted or something like that, the amount of morphing will be incorrect.

As an example, if you calibrate in a pose like this:

The morphs will cause a neutral standing up pose to look like this:

This is important to fix because it's not reasonable to expect everyone to put the person in the correct pose manually before calibration. The plugin needs to automate that. 

I'll be figuring this out first, and then continue with the rest of the stuff mentioned at the end of the previous post. πŸ‘

-everlaster


Comments

Thanks Alessandro, it's very nice to hear that you enjoy it. I will keep updating it for sure! To be clear, I did not add the small colliders, those are always present when glute soft physics is enabled.

everlaster

Another thing I loved about this plugin was the fact that it automatically adjusts the glute down when you use morphs like "glute up or glute rotate" like I did with my characters. I used these morphs because they help give the characters a sexier look when you're using a sex scene, like the doggie pose, it gets sexier. However, when I went to pose the character, he had an abnormally upturned butt, that is, the morph was practically bursting, it had already become an anomaly. This plugin fixed that. Now I don't have to worry about having to reset the morph all the time for my character to go back to being "a normal person".

Alessandro Z.

Everlaster, I want to thank you for your incredible work on this plugin. Man, I have no words. This plugin changed my life. No, I'm not a bot. But I'm a detail-oriented person. Your plugin made interactions involving glutes very real. Everything seems to be very real. You've done a brilliant thing in my eyes, you've added lots of small colliders for the glute and not just one big collider taking care of everything. It really was a genius idea to better simulate the gluteus. Touch is real, momentum is real, recoil is super real. For example, when you pull a character who is on his back to collide with the body of another atom, from the first contact to the completion of the physics, it is very real, very similar to the real world. Before the glutes were simply generic and with a very long asymmetry compared to the real world. I loved it. I used it in scenes of slaps, body collisions, or crushing like pressing a body against the buttocks and that was great. When I put it in my already created scenes... it was a key change. It has changed a lot. Looks like another game to me. I really thank you and I appeal to you not to abandon this plugin! Please keep updating it! It is for sure a super essential plugin for VaM. Unfortunately, we went years without it in VaM.

Alessandro Z.


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