VaM2 August 2024 Progress Update
Added 2024-08-31 20:49:07 +0000 UTCHere is the latest VaM2 progress report. A lot of time was spent on the reorganization and automation of the VaM2 Addon Kit to make it much easier to use. The VaM2 Addon Kit is the primary way to add new content to VaM2 and it is what we also use internally to create all the assets within VaM2, including the character models. The Addon Kit will be very powerful and allow many things that were impossible or difficult to do in VaM1. An example of just one possibility out of endless possibilities:

Another item that took a lot of work was the GPU acceleration of all the compute-intensive operations like skinning. In addition, we decided to add GPU accelerated normal and tangent recalculation for more accurate lighting on deformable models.
In the last post, I promised more “show off” posts. Because of the amount of work done since that post, this post will also just be an overview to keep the size of this post reasonable. Instead, I have also posted the first post of a series of posts that shows off some of the work in more detail and includes screenshots and videos. These posts will be spread out over time since it would be a lot to consume all at once. Each of these types of posts will only feature a specific topic. The first post in the series is titled "(Feature Highlight) VaM2 Addon Kit and Character Models" https://www.patreon.com/posts/feature-vam2-kit-111164820
VaM2 Beta: We are still working towards releasing the first VaM2 beta before the end of this year. More information and overall task completion is tracked on our Trello board here:
https://trello.com/b/KByJdWtA/vam2-public-roadmap
As previously mentioned, we don’t track % completion on each item on the Trello board. We expect many things in the Runtime Engine section to be completed in the next couple of months as work shifts back to that and away from the VaM2 Addon Kit and to the game engine. Many of the items listed in that section are near completion.
Work completed since last progress update post:
(Addon Kit) Completed reorganization. Lots of work to get the kit ready for public consumption.
(Addon Kit) Automated most of the import tasks to make using the addon kit as simple as possible. Things that used to be dozens or hundreds of manual steps are now just a few button clicks.
(Addon Kit) Improved skin texture and material addon system. Materials are now stackable. Now works properly with level-of-detail (LOD) system. Now supports other mesh groups besides just the primary one (necessary for eyelashes, etc.).
(Addon Kit) Improved blend shape import. Added group property. Added automated prefix stripping so blend shapes get proper name.
(Addon Kit) Added a light rig system for easy testing of models in varying lighting conditions within the editor.
(Addon Kit) Added more addon examples.
(Addon Kit) Delivered addon kit to internal team for work on skins and blend shapes.
(Addon Tester) Added support for unloading of loaded objects and attachments.
(Addon Tester) Added system to allow changing parameter values of selected object.
(Character Model System) Created a completely new skin shader. Used Unity’s digital human package shader from the Enemies demo as a reference. New shader very closely matches this reference shader. Added the Enemies model to the addon kit to use as a reference for skin texture development.
(Character Model System) Completed GPU acceleration of skinning engine which enables high performance on high poly-count models.
(Character Model System) Added realtime normal and tangent recalculation system (both CPU and GPU options) for much more accurate lighting with morphed and posed models.
(Character Model System) Optimized bounds calculation by only calculating on low-poly LOD and copying to higher LODs.
(Character Model System) Added lightweight blend shape (morph) system which removes calculation of normal and tangents for improved performance and memory usage. Must be used in conjunction with the normal/tangent recalculation system.
(Everything) Updated to Unity 2022.3.
Thank you everyone for your support, and looking forward to the VaM2 Addon Kit and Beta1 release this year!
Comments
Is VaM2 real or fantasy?
PixelFarmer
2025-06-21 06:32:02 +0000 UTCHi everyone. I'm a Unity developer. Will there be an option to work with VAM2 directly from Unity?
Виталий Фадеев
2025-03-04 06:38:49 +0000 UTCRe subbed after seeing working on creation tools inside. That is cool. be cool if you can make animation /movie. with the characters. That would also expand your customers.
Chase Gwaltney
2025-02-22 21:12:58 +0000 UTCPlease be aware of physics and time animation which can either be in-game time based or real-time based. The in-game animation time often has to be precisely or close to a certain framerate to keep the animation working as the creator intended, which means some animations are made to run at 30ish fps because a lot of creators put in a great deal of work to add photo realistic graphics optimalisations. While 30fps is enough to animate correctly, the player might misunderstand the way the creator has chosen to create his/her animation. Which is why I think it's good in future releases to add this information while downloading scenes which have animation in it. Like, using a list where this basic information is always there to read. For instance, is the creator using in-game time animation or real-time, which update cap is used 1, 2 or 3 which speeds up the animation per higher number, if the creator chooses to use 30hz in-game animations, and this is visible than players would be able to tweak these settings in an easy way. For instance, when using higher fps or a higher update cap messes up the animation, the player should have an option to tweak a bit for his/her computer hardware. While imagining this, I can only think about having to tweak these settings which are easy via some sort of excel file which automatically changes these values for the player with some formulas, but I guess this is a bit more advanced than one might think. I'm no IT-guy in any way so this advice should only be read as an honest opinion, or vision about the VAM game mechanics :) Hope this helps a bit, if I made any mistakes, please let me/us know!
lonevirtue
2024-12-16 09:26:10 +0000 UTC@Nobody- Have you tried asking your question on (hub.virtamate.com) yet?
Blue Oyster
2024-10-09 17:34:27 +0000 UTCFor whatever reason all of my attempts to update my VAM copy only update to May of 2023, and hit a friggin' wall. is there an alternate install method/requirement I missed? Or am I about to get mad about supporting a dead project? Admittedly I should have kept track of what I was supporting and I've at this point only put in like $30 since updates stopped but still, "patreon syndrome" is a real issue that regularly convinces creators to never actually finish anything and post "progress reports" that don't actually report anything real.
Nobody
2024-10-03 03:28:34 +0000 UTCgood to hear . My priority is vr and having vam be faster loading up everything with higher fps on streaming to quest. Even with a 3080 and a new amd cpu i struggle to get over 30fps let alone the preferred 60fps on most scenes. Additionally I help others use VAM for all types of therapeutic needs and for most of them performance can be even worse. Though increasingly the shift towards PASSTHROUGH helps with performance and i would like to see that incorporated into vam as much as vr.
Chris
2024-09-15 22:27:17 +0000 UTCCant wait for it... been waiting so long
Hans Peter
2024-09-12 21:31:58 +0000 UTCHello, I'm looking forward to it. I'm just making art, I don't know much about it. Please take care of yourself and don't push yourself too hard. I'm looking forward to it. Google translation
twoeyes
2024-09-03 09:12:56 +0000 UTC