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meshedvr
meshedvr

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VaM2 September and Early October Progress Update Video

This video shows some of what has been worked on in the last couple of months. There is a lot more to report on beyond what is shown, so I'll be typing up a longer text-only progress update and get that out soon. I didn't want to delay any further, so the video is coming first this time. I apologize for this taking longer than I promised. I ran into some bugs and usability problems while making the video. I decided to fix these immediately to make it easier to make the video, but also to produce a video mostly free of awkward issues.

The video highlights improvements and new features beyond what VaM was capable of. Please note that nothing shown is in final form.

Here are the caveats of this video you should be aware of:

Here are the improvements from VaM we are trying to show off:

VaM2 September and Early October Progress Update Video

Comments

Interesting, I can't say much about it to be honest

Dark Demarley

Projects of this nature are prone to timeline ambiguity. We are entering unknown territory together with the devs.

DigitalFanArt

This project is absolutely AMAZING. I have been backing it for over a year. While I wish version 2 was out, version 1 is fantastic. While version 1 was in development there were frequent updates ad significant progress. Sure I wish version 2 was out, but these things take time and I'm willing to trust the Messhed VR and can't wait to test the download of V2.

themorrow

Is it soon yet? :)

Jason Beatty

Thank you for your efforts, they are appreciated.

Bea

Do not think that I am offending you, we all hoped for a faster initial result, but here is the hard work and I look forward to the example of your work.

tnt777tnt

You have only been a backer for 2 months, and have joined at a time when we are working on something new and can't offer much until significant work is completed. I have explained this frequently, but it seems many do not understand the amount of work involved in a project like this. Patience is going to be required. Now is not the best time to back this project if you want frequent updates, but backing now does help ensure this project will get to completion. The project is not stuck. This is what development from scratch looks like. Games take years to develop. We are moving as fast as we can and will have something to show Very Soon. Thank you.

Meshed VR

tnt777tnt

Please don't cut corners due to disk or memory needs. Memory and disk space is pretty cheap. Performance, image quality/realism, and functionality is what I'm hoping to see.

Patron

Yes, I understand and thank you for your nice answer, I'm really looking forward to 2x like many others

Toshie27

I'm no longer giving out estimated dates or plans because I not good at making them and I always miss, leading to even bigger disappointment. We do have internal plans and goals, but I cannot share because we often change direction and timelines. If you want more visibility into the project than what is provided here, please join the Discord server. I have created a new 2_x (2.X) channel there where I am very active and provide a lot more information. I'll just repeat what I said in a reply above a couple days back because that is the best I can do right now. There will be more coming from us to you before 2021 is over. All I can say right now is Soon™️!

Meshed VR

I really understand and that certain things simply take time is absolutely clear, what I find a shame and not so customer-friendly is very little information to know when to go next. Everyone has been waiting for months for news and these come very little I hope that a first version will come soon before it was said very big there will be some alpha phases until the end of the year the year is .almost over unfortunately nothing has come up until now: - (

Toshie27

2.X will support var-like files, but 2.X cannot load 1.X content as it won't be compatible. Some 1.X content could be fairly easily ported to 2.X but will have to be delivered in new way to hook into 2.X. We don't have details on this yet. 2.X will have improved load time for mods made using a new method that allows textures to direct load to GPU. I'm not sure we can do much about size of the files. 4096x4096 textures can really eat up some space even compressed.

Meshed VR

Curious about if it will support old VAM .var files? Also wondering if it will have a faster way to load 600gb of mods? (That's my fault not VAMs but hopefully you guys can work some magic)

7th7andwich

ill second that motion. your rigging looks flawless

Mentalman1990

Great, looking forward to see what your team's been up to.

Patron

Super soon 2023-2033

tnt777tnt

2023

tnt777tnt

There will be more coming from us to you before 2021 is over. All I can say right now is Soon™️!

Meshed VR

That’d be cool. I don’t even mind that we don’t have an alpha test yet. Another progress update would be great!

Pig Baguette

Should we expect an final update for 2021? A state of the development post would be great, given it's been around a year waiting for something on 2.0

Patron

Happy December!

Patron

Hope the meshed vr team can make vam create CG level contents and i am going to support you continuously if that is within your future plan!

Darren_L

Hey meshed! Got a question for you... How do you recieve your old morphs and textures files from the current VAM build?

Dee Smith

That sounds likely. This project is obviously complex and taking a while to get done! :) Anything sooner than that and we should probably count ourselves as blessed. (Things take time. We all understand that, at least on some level.)

Dale Power

2023

tnt777tnt

very excited for the alpha! Any idea when it will be released?

Big Spender

Hello,maybe christmas will bring vamx.2.0 beta?

tnt777tnt

keep it up i belive in you <3

Miller

Thank you! I really appreciate everything you said here and for your long term support. It hasn't been easy, and 2.X brings a whole new set of challenges, but they are challenges I'm excited to tackle! We're currently working very hard to get the first 2.X alpha released which will serve mostly as a tech demo so everyone can see for themselves how it is evolving.

Meshed VR

i have been subscribed to this project since September 2017 and ive gotta say, watching you evolve and develop this has been an absolutely fascinating experience. setting aside the sexually explicit nature of the project, what youve been doing, from a technical perspective, is nothing short of amazing. i dont know enough about physics simulations or coding or game development to properly convey my opinions in an organized manner, but ive been a gamer for my entire 30 years on this planet so im no stranger to interacting with physics engines and all the wonkyness that takes place when a game tries to emulate reality in terms of animation or physics. and what youve created far eclipses every other project of this type. No where else have i seen anything approaching the complexity of simulating soft body, bones, skin or muscle physics and doing it as well as you have. oh and a second thing: i make mods for games, and ive made a few for this one as well. and the fact that youve made all of this (as far as 1.X, anyway) so easy for other content creators to modify, and the way that you worked WITH the community to make it that way, AND how models, skins, physics, bone structures, animations, visual effects, etc are essentially drag-n-drop is outstanding. im excited for 2.X and what you have in store for us, great job. and all for only $8 a month

Actual potato

You don't want to be a billionaire? I get it but I can't wait to visit your little corner of the metaverse

Scott Bristol

I prefer to keep this a small private project that I am fully in control of, so no to that one! :)

Meshed VR

do you have any IPO plans?

Scott Bristol

I hope you know games arent developed overnight. These guys put in a lot of work to make this happen but we just need a little patience ;)

Pig Baguette

Please join the official Discord if you haven't (you can link up to it here: https://www.patreon.com/settings/apps). I am more active there. The 1st 2.X alpha is very close to release.

Meshed VR

I will cancel my support in January, think this is dead....

Micha

As long as it takes! As mentioned multiple times in the last progress updates, 2.X is being built from the ground up. 1.X was in development for a couple of years before this Patreon project even launched so it had a leg up on development. 2.X started from scratch while the Patreon project was ongoing and 1.X was still being worked on. 1.X is now on the shelf, and we are fully on 2.X. 2.X will take a long time to develop. The 1st alpha is coming soon. It will have limited capabilities, but will show off a lot of the new technology and potential.

Meshed VR

This project has not been updated for 9 months, how long do we have to wait?

Adf99

looks gretat

Pan's Ex

That all sounds good, thanks! Looking forward to the beta!

RonnyO

Yeah 2.X will have built-in hybrid key frame and motion capture animation system. Pins are meant for making joint angle poses. Animation will directly drive controls and/or joint rotations. The system will be flexible because you might want to animate muscle/joint action and not fixed points. Animated muscle/joint system will allow a lot more dynamic interaction with the animation. But if you want to just run a regular animation you would have all the pins off and all the controls on. Or you could use pins to slightly modify the animation. edit: in case it wasn't clear, pins won't be animated edit 2: keyframes could capture traditional controls or capture joint angle poses or combination of both. You can also directly set joint angles without using the pin or pose tools, and use keyframe capture of that.

Meshed VR

I use desktop for creation but vr for entertainment and even with plugins it struggles now adays. But thanks. I guess a new gpu is the next step but honestly where can you buy one hash

Chris

In case you're unaware, here are two plugins that might help address both your problems: https://hub.virtamate.com/resources/diviningrod.8992/ https://hub.virtamate.com/resources/givemefps.1367/ Either way, Meshed has made it clear that performance is one of the primary goals for 2.0. Can't wait!

Syrinxo

Will 2.x have some sort of keyframe animation tool (like Acidbubbles' Timeline) built-in or will we still need to rely on plugins for that? If so how would the new pins system work with keyframed animation?

RonnyO

Ive had to step away from using VAM because performance is so poor on my older system. As we reach vam 2 users are pushing scenes to their limits and as a result for the first time many scenes are just too much for a 1060. I do have a 3080 on the way but just incase that never arrives haha I my request would be optimization. Also anyway to keep those penises in the pussies is a big win haha All I seem to do is make scenes and use scenes where it will go anywhere but where its meant to LOL :-D

Chris

If you are using SteamVR, everything is using the SteamVR input system so you can completely set the mappings yourself to customize them. You open the SteamVR overlay and get the input bindings area to change. Do this while VaM is running. For Oculus there are only limited changes you can make in the preferences area. 2.X will have full custom bindings for all systems. Wiki for 1.X is here: https://hub.virtamate.com/wiki/

Meshed VR

Well, I would like the control to be like all other games (at least in oculus): grab to grab and trigger to trigger. B for the menu is OK, and A for remote grab is OK too. I gonna try to find that setting. It would be nice to have a wiki, so the docs is up to date and easy to find. I spent too much time trying to find how to add a sound!

Philippe Dion

I think there is already a way to switch the button and trigger controls but options to map everything seperately could be interesting.

Pig Baguette

Request for V2: - Please switch the button and the trigger! It's really uncomfortable to work with menu when editing. Maybe an option to switch? Or to map the controller? - Another request: Could we have a atom to display and interact with our desktop? Like in SteamVR and Occulus Home? That would be great to use VaM instead of Home to chill. Thank you!

Philippe Dion

We are not providing estimated dates because this can lead to unrealistic expectations and disappointment if the estimate is missed. I'm always pretty bad at my estimates. This makes it less stressful for everyone.

Meshed VR

Just got lucky and bought a rtx 3080ti excited so see how it runs on VAM.

Mitchell Bush

Maybe you can tell when there will be 2.x alpha?

tnt777tnt

Yep at some point when the character life/response stuff is baked in, then we can focus on story and character interaction, not hand-animating the entire script. I can't wait until some kind of open-source AI can be added to VAM too.

Patron

do you plan on having the new plugin api out early in 2.0 release, or later? Is it in the works now? Thanks.

Patron

Looking great so far, I realize you're redoing the engine and adding HQ graphics. This is a lot of work. Going forward (next year, or next-next year) do you plan on having any kind of self-walking / talking kind of activity? Currently a lot of the things that add life are third party plugins, but imho a core functionality of VAM should be to have a living/breathing character, and the makers put them in scenes, add voice script, etc. Care to elaborate any on on your longer-term plans for adding life to characters? My dream is basically to be a Holodeck (Trek) programmer, creating adventures, etc within VAM. This would mean that VAM does a lot of the general life handholding while the designer sets the look, personality, etc. Also much larger scenes. I know.. babysteps.. just looking forward trying to imagine where you are bringing VAM long-term, without setting any timelines, of course.

Patron

Yes DLSS will be coming very soon once I move to Unity 2021.2 which I will do when it moves out of beta in the next month or so.

Meshed VR

I submitted stuff to Nvidia previously and was ghosted by them, so I won't be doing that. I will support it when Unity adds support for it like they have done with DLSS and AMD's new solution.

Meshed VR

have you tried openfsr? if you're looking for a quick performance gain

Freeman

Will you put in future a DLSS option? Schould be possible.

Bleitnir

With regard to VRSS NVIDEA says: Submit your games and applications to NVIDIA for VRSS consideration. Actually , I am thinking, that even current version might benefit from VRSS.

Anton

That all sounds super good, I'm looking forward to testing the first version

Toshie27

2.X will have improved soft-body physics which will help with clip through and also improved push-back on colliding object (finger, etc.). 2.X collision accuracy will be higher and the skinning and clothing system will run on the same frame (1.X used 1-2 frame lag and prediction for clothing). This will result in little to no clipping with clothing.

Meshed VR

2.X should be easier to create content with. You could use a subscene for camera and lighting and load subscene presets to quickly change perspective and lighting. This won't be much different than 1.X other than faster load times. The 2.X character models have more features we have not explored yet, including a face rig. This should pave the way for making custom expressions. The included expression morphs are also of higher quality than 1.X. So I think the answer is yes.

Meshed VR

2.X can run in forward rendering mode with MSAA, so it sounds like it should just be supported out-of-the-box based on the article. Support for DLSS and AMD FidelityFX should also be coming as Unity 2021.2 now supports those. We are currently on 2021.1 but plan to move to 2021.2 as soon as it is out of beta.

Meshed VR

Fluids will be supported in 2.X using a particle physics system. That combined with the increased collider density for improved collision accuracy should give realistic results.

Meshed VR

I am expecting 2.X breasts to behave in the following ways, how likely are these to be achieved? • Fingers dig into the chest when rubbing the chest. And the grip strength will be strengthened more. • Weights can be set even heavier than 2kg. For example, 10kg or 20kg. • Swaying breasts don't poke through clothes. 1.X was a difficult environment for lovers of big breasts and large women. Looking forward to better big breasts!

increaseV_V

I know you said you can't go much into detail about the timeline for this game and I understand. Would the new timeline allow more in-depth features that would make it easier for some to make short films that have camera angles, lighting and emotive models? This would probably be something more suited for desktop mode.

Slyxxx24

Are you planning Supporting NVIDIA VRSS ? . Maybe this will make improvements for rendering. NVIDIA VRSS 2: Dynamic Foveated Rendering, No Assembly Required https://developer.nvidia.com/blog/nvidia-vrss-2-dynamic-foveated-rendering-no-assembly-required/

Anton

I was wonder if in VAM 2 there will be possible to sth like cum on clothes ? Now as there is no real cum and we use Cloth like cums, that are somehow sub transparent if i put it "on cloth" via settings it render cloth disapear at that fragment so its useles.

rabbit1qaz

2023

tnt777tnt

Any idea when the first release is ready for public ??

Hun73rdk

Hi Meshed, Thank you for your answer. When do you expect to share your 1rst 2.X version ?

Freddy

Hi, 90 fps with animations (like dance or complex movements) ? because using poses can provide 90 fps and above..my PC RX 6900 XT / Ryzen 5950 64 Go RAM (Multi-core High-end processor is useless because only 1 core is used and only 20% of this ). Advanced use of lights is very consuming...

Freddy

in1.x my 3080ti 11700k VR must close soft physic and element light and hair/cloth Imitate. can get 90 fps with reverb G2 VR :( hope 2.x can better :)

flk99

very thanks reply me! 1.in VR use mouse can pro speed and exact. i understand 1.x reason, hope 2.x support :) 2.important in Play modes, is change actors and change cloths more easy. maybe can improve select function. very expect 2.x, best wish for Meshed :)

flk99

One of our top 4 major goals is to improve performance. We are tackling the major physics CPU performance bottleneck that occurred in 1.X by using a new custom skin physics system. We have not yet written this, but early experiments suggest we can improve both performance and accuracy of skin physics in 2.X. If your GPU is the bottleneck, 2.X will have more scalable graphics and performance settings that should be able to get you higher framerates without as much visual sacrifice.

Meshed VR

In general 2.X is more demanding with rendering, so will need a higher end GPU to look best, but we are finding performance is a lot more scalable by changing performance options. 1.X has a major CPU bottleneck from physics that 2.X should solve. Unity still does a lot on the main thread, but we think we can overcome most of this and each additional character on screen won't cost as much, allowing for more with better performance. We don't have exact numbers because we have not implemented skin physics which will be the most demanding CPU feature.

Meshed VR

1. 3d mouse interaction can be tricky, but we are already doing that with desktop so I don't see a reason not to try to support that in VR mode. The main reason we don't have that is you can actually use desktop and VR at the same time in 1.X! But that is probably not often used in that manner with 2 people. 2. Play and Edit modes are there on 1.X but we never got Play mode to where we wanted. Play mode will be a lot more prominent in 2.X. Think of Edit mode as ways to make games or add to existing games for Play mode.

Meshed VR

Hi, Seem Great and hurry to test it ! Hope to see a better performance on 2.X version. I have a high end PC and difficult to exceed 30-35 fps in VR. Sure it could be possible to reach 50 fps but with many sacrifices and VAM is no longer of interest. I would like to use high quality physics, lights, animations, elaborate clothes and more without too many sacrifices...I build scenes and animations on my desktop and spend lot of time to optimize performances to keep 70 to 80 fps (35 fps in VR).

Freddy

This is just awesome! Such great work here. Question on 2.X performance improvements: how does this translate in VR? What are the minimum specs to see optimal vr performance with 2 models, all or most physics, soft body enabled, with 3 or more lights? Or rather, what are the target specs you're aiming for? For reference, I have 32GB RAM, an ryzen R9, and a nvidia 2080 super, and in 1.X with the scenario above typically dips me to 15 FPS. In desktop, performance is waaaay better (predictably).

Arty Gumption

I think you should check out the vamx plugin, it's exactly what you described.

Arty Gumption

Ive tried to import as CUA some of hairs from sketch fab but it gives unnatural transparency where it shouldnt so maybe it was my lack of skill or some kind of shaders not work good in VAM. :) but for many of my private scenes (often just some posing or short anims) full physics haire are completely not needed , and good look of them especialy in close up are far more important. PS: I was wonder if in VAM 2 there will be possible to sth like cum on clothes ? Now as there is no real cum and we use Cloth like cums, that are somehow sub transparent if i put it "on cloth" via settings it render cloth disapear at that fragment so its useles.

rabbit1qaz

Ok so that sth like ZHFX Super Mode which show compleately list of in game atoms and allow to play with them more deeper. So it will be even better and thats super :)

rabbit1qaz

Meshed maybe consider to add sth like person controler whith allow you to posess person atom and "walk" with it by scenes. Or to point person to go here and there like in isometric RPG, that would add more "game"like freedom, also for creator to create inVAM minigames, so many things to do , like adventure game with sex plots and so on. No i try to create platrofmeer like game based on vam, but without programming skills its very hard.

rabbit1qaz

awsome.. i am player from china. very like vam! there two point i think VAM can change. to be a very good game: 1. VR can use mouse。(like honey select 2's VR mod : https://github.com/OrangeSpork/HS2VR). it pro VR very much. (mouse better exact and speed than Handle) 2.I was hoping for a more playable form of VAM. It is mainly a design application, like Daz3D. But if you want to just play it like a GAME.

flk99

SO happy to be a part of the future. Great, GREAT job peeps

Stephen James

I will probably come up with something. Unfortunately there is no way to read that kind of information from Unity Physx for the type of joints we are using. But it could be estimated based on position of joint, the joint muscle power setting, and how well the joint is holding the target rotation. It won't be perfect. It would be much better if we could read back the actual forces being applied by Physx.

Meshed VR

Will it be possible to access muscle tension data? Thinking of dynamic muscle tension morphs.

Jan

Thanks for clearing up a little. Take as much time as you need to work on this masterpiece!

Pig Baguette

Greaaaat work guys!!! :))

Kolo

Longer term I want to support AR and passthrough, so yes I will be looking at it. I don't know when yet.

Meshed VR

We do have a timeline and planned order, but we are not sharing because it will set false expectations of when things will happen. We will report on what we will be working on next after each update or release, but not discussing the bigger plan. Too many times I have promised something at a specific time and been unable to deliver causing a lot of stress on me, and frustration to backers. Some things will be worked on in parallel. One example is soft body physics will take a long time to develop so it will be done in parallel with smaller things that can be released to the alphas as they come out.

Meshed VR

Is there a chance to improve the passtrough view? Currently, we can choose a black background and we see the model quite poorly lit (a bit like a ghost), but is there anything to improve here? I've heard of problems with the passtrough API, but seeing the models in your own room is a fascinating prospect.

Marek Mikielewicz

I’m wondering if the team has a sort of timeline for working on things like clothing/hair, soft body physics, and UI. To know what to expect for future updates, will they be worked on one at a time or all at their own pace?

Pig Baguette

Yeah all of that is what we are shooting for. We have 4 main goals: - Improved performance - Improved visual rendering - Improved physics - both movement realism and collision accuracy - Improved usability - more intuitive controls and UI - layered complexity

Meshed VR

No those will not work without porting. Plugin API will be vastly different so nothing from 1.X will work out-of-the-box. Assets could work by converting them to new custom atoms as Custom Unity Asset atom is going away.

Meshed VR

1.X has Play/Edit modes, but we never got Play mode where we want it. For 2.X we will be adding better abilities for Edit mode to make scenes to work in Play mode as you have described. Play mode will only have the interface the creator intends to show user and not any of the regular edit mode features. We will be building standard tools to make interaction in Play mode more consistent between scenes created by different creators. We will be adding a Play mode UI maker to help with this, as well as simple tools to do common things like change pose, change clothing, etc.

Meshed VR

Physics around the vagina, anus, and mouth are going to be the hardest to get right, but we are going to work hard to improve what is seen in 1.X. It will require a lot of experimentation and new solutions. We will be looking at this when we get to soft-body physics.

Meshed VR

Yeah you should be able to use these in 2.X using custom atoms and attach to head. For long hair, you will want it to be rigged up so it can have movement and collision using physics. Only some of the Daz3d hairs are capable of that.

Meshed VR

Think of full custom atoms as CUA but they just show up in the atoms list. And they will be a lot more powerful as you will be able to use custom shaders, scripting (with limits due to security), most of the built-in Unity systems (animation, etc.), and have a new way to attach these atoms to other atoms. You could even use this to make custom characters beyond what we are providing.

Meshed VR

awsome.... one of my main hope for the 2x is to have a better quality of light , hair, environment and collision and physics . keep up the good work

Beren144

will the plugins and assets from 1 x also work in 2 x?

Toshie27

This would take over the world

John Page

I was hoping for a more playable form of VAM. It is mainly a design application, like Daz3D. But if you want to just play it like a GAME, it is not possible. This is because it doesnt have a separate game mode, where you can load animation into click icons. I seen some plugins where they try to make simple interface mode for gaming, but it doesnt really do this.

tri

Vam 1.x is going to be a 200gig relic on an old portable hard drive, visited with nostalgia like a super Nintendo. Looks great!

Oulle

I was wondering if all that improvments on skin meshes and collisions will make part like vagina more natual, now as you try to insert eg penis, vagina open so unnaturaly , like there is some circle colider inside that enlarage on insert ,it totaly not depended on inserting shape, so if you try to put sth thinner or flat , vagina orifice open roundly, same for anus. :) also many times inserting items clipping through skin and orifices, jump from vagina to anus and back. it breaks immersion :)

rabbit1qaz

i hope so also. Ive never learnd how to use build in animation, and on the other hand i love Timeline for its user friendlyness and awesome possibilities :)

rabbit1qaz

and thats the way it should be. allowing to import too much always drive to lower potential of new ideas.

rabbit1qaz

What is full custom atoms. Now i import mostly FBX to unity to convert it to CUA. so in vam 2 we will be able to import FBX models and play with all its properties and materials and animations ?

rabbit1qaz

I also hope that you allow to use Daz Hair, even if no physics on them will be applied ( or maybe somehow some easy physics you manage to do ) . VAM hairs was one of the most - for VAM. on the other hand look at this: https://www.daz3d.com/catalogsearch/result/?q=hair, so many of them beautifull. I only once get near as good result , using 2 pair of hair with 64/64 physics setting along with 0.004 hair thin. Then with only that i get cut from 170 to 50 FPS on RTX3090 :) stil at top of head she looks kinda bald :) https://ibb.co/c80rWcK

rabbit1qaz

Amazing work, cant wait to try it. Keep it up <3

R3D

Many thanks for your answer. Sorry for asking the same qestions round and round. But I think, it is not so funny. This way you can see the importance of such feature. But thanks once more!

Martin Fireball

Yeah - it is definitely easier to pose on desktop. Last night I spent time using both 1.X and 2.X on desktop to compare posing and physics a bit more. 2.X is way less frustrating on desktop. 2.X physics also keeps the model in a more natural position without fussing with the controls or pins as much. Pins should be useful in VR as well to help moving elbows and knees and not needing to open the UI to turn controls on/off. It is now to hover, click, and drag. Another different click to remove the pin. Vastly improved ease of use is in our top for goals for 2.X, and pins are just one step in that direction.

Meshed VR

Yeah. A big part of this last month's work I will detail more in the upcoming text progress update was the creator tools. We are using the same tools in house that we will be releasing to the community for building atoms, including the ones we use to make the character atoms. This will require Unity, but we have made tools to make this import process much, much simpler than it would be otherwise. The flow is basically 3d modelling tool -> fbx export -> unity import using our custom tools -> tweak as needed using Unity -> export to VaM using our custom tools -> drop the file created into a special folder in 2.X and you have a new custom atom that shows up in the menu. Materials are HDRP and you will be able to make custom shaders using Unity's shader graph with HDRP target output and they can be included in the atom.

Meshed VR

Thank you! Each joint will have independent power, damper, and target rotation. There is also a global multiplier. The UI hear only shows the global multiplier for simplicity. I'm going to experiment with having the muscle poses also store the power settings to see how that works. This is all pretty new and experimental, but I'm pretty excited about the possibilities of this allowing for kicking, pushing, etc. The poses themselves could be a form of simple animation.

Meshed VR

Yes. VaM is rooted in VR. The 1st demo will have VR support, but it probably won't have and UI or UI interaction. Just the ability to manipulate the controls and pins to pose the model.

Meshed VR

Yeah muscle hold allows much better interaction because the joint can still move in a natural way even if other parts are moved or there is a collision along that joint chain. The control pin method in 1.X tries to hold a specific part to a point in space which could cause an unrealistic look.

Meshed VR

It is funny seeing the same question asked back to back! Please see my response to the post directly above this. Short answer is in 2.X gravity will affect position of breast joints which will affect the rendered shape, so yes.

Meshed VR

Yes there will be improvement in breast physics. I was actually just looking at the breast joints because they are not active in the current build or video shown. These joints are meant to shift in position and not just rotation. 1.X didn't really do this correctly. 2.X will, and morphs can be used to further enhance the effect. The joints themselves allows for flattening and hanging from gravity. Soft-body is then on top of this for squish.

Meshed VR

With these new systems it looks like animating on desktop will be way easier and much more user friendly. Nice job! I usually animate in VR because the current system feels a little clunky for me on desktop but this looks really promising.

Mrspirit

Thank you!

Meshed VR

One major goal of 2.X is improved performance. The rendering in 2.X is a bit more costly for both CPU and GPU, but the main CPU physics bottleneck from 1.X should be eliminated in 2.X. 2.X should also have more scalable performance with performance options that actually allow it to run on lower end hardware.

Meshed VR

It might be daunting at first but acidbubble's timeline plugin is actually very user friendly and powerful. You just gotta either figure things out or check out some tutorials. Once you get familiar with it you can make anything you want.

Mrspirit

Looks awesome! Thank you for the update... Is there any more you can add to the "custom atom" mention above? Specifically, will the pipeline be same (or similar)? 3d modeling software (fbx, obj etc)->texturing->unity->VaM? Will there be other steps or tools external to Unity? Access to shaders (material creation) is major issue for asset creators at this point. I mean, we have Vammifier, but being able to create PBR materials with the in-game shader and preview them accurately in another package would be an amazing step forward for content creation 😉

Daniel Johson

Pin system is very impressive! Hope, "muscle hold power" will work for each part separately (like legs, arms etc.) Great work, guys!

Molmark

the animation system in VAM is very primitive... it should be much simpler. Also should simply be able to click on animations like they are icons, rather than complex timelines

tri

This looks amazing !

Einziger

Is vr still going to be an option?

Erica

All this with a AI driven chatbot and maybe something like RealTimeVoiceCloning.ipynb Then you can make anyone come to life! Oh the future is beautiful.

Rickyziggy22

Hopefully the AI driven muscle control system will bring something new to the table as nowadays only mocap solutions work somewhat realistic. It would be nice to see the model react and not just replay what has been previously recorded.

Michał

Just want to add that breast physics definitely seem to be a tough thing to tackle, I didn't mean to sound overly critical of the current system. But there only seems like so much that can be done with bone-based squash and stretch, morphs, and jiggle/spring deformers. I was just wondering if the new technology might allow for something closer to fluid/particle based motion.

GeneSequence

Hello, in 1.x I met unnatural gravity oriented soft body parts positions and shapes (breasts), i.e. these parts were not affected by vertical gravity force, according to the body position. Breasts shape was almost the same, no matter, if body is laying on back or abdomen. Maybe it is my fault, maybe it is a bad 1.x feature. If bad feature, will be improved in 2.x? Thanks for answer.

Martin Fireball

Will there be improvements to gravity-based physics? For example, even with the aid of some morph-based mods out there the breasts in 1.x have some rather unrealistic deformations especially when the model is in various positions, such as lying down or upside-down. And the built-in spring-based 'fat' system is good for general jiggle effects, but doesn't accurately simulate the fluid dynamics of real breast motion with proper influence of gravity. Will the increased number of colliders and Genesis 8 mesh resolution also pave the way for more realistic soft body motion (in addition to collisions)?

GeneSequence

Great beginning foundation work on a massive undertaking. This will take us into almost real experiential 'suspension of disbelief'. Heed not the naysayers and impatient, Slow but steady as she goes. Bravo!

gillian

Sounds great! Hopefully my PC can handle it. Can't wait to see a demo video. Maybe a side-by-side comparison between 1.x and 2.x

Eric Clover

Yes. The plan for 2.X is for skin-accurate collision. 1.X uses about 1000 colliders per person atom if soft-body is on and most of these are in the soft-body areas. 2.X is going to use roughly 1 collider per skin vertex, or 18000, to bring the accuracy up. We are planning on a custom collision system to do this because this is well beyond what could be done with Physx in Unity. We will be diving into this soon to see what is feasible.

Meshed VR

Yeah 2.X will have a built-in keyframe (and more) animation system. Thank you!

Meshed VR

Yeah that is the current plan. Animation is a ways out though.

Meshed VR

Will there be any improvement in the skin collisions within a models body to prevent for example breasts that overlap into eachother when pushed together or hands going a few inches through the skin in some areas of the body or more realistic body fat physics?

Eric Clover

Video looks cool

Ye Xiaoai

I only saw a bit of it in the morning due to work, but I like what I see, and the following conversation looks promising as well. I'm more at ease now, this project is going along nicely. Well done, and I will patiently wait for alpha.

Shiber Kivan

Unfortunate, but with all this new stuff, the 1.X stuff can be recreated with how it was originally envisioned without having to do workarounds. Its going to be great!

High Sodium

If the pose saves are that lightweight, will it be possible for us to create a keyframe system in a mod that could cycle though these quickly to make muscle based animations? Man the possibilities are endless, good luck! The JCMs look good too! edit: I just read the above post lol

High Sodium

Will you be looking at implementing an in-built keyframe animation system, such as AcidBubbles' Timeline? Asking mostly because if you do this as part of base functionality it will have a dedicated user interface that is more friendly and accessible.

Nerezza

standard color indicators for XYZ but your answer summed up my question better than I asked it I didnt know the controls were still in place

Lamp

Hmm, you will share a tutorial too? thx foward!

Darkness Valtier

Please see the post above. 2.X will not be able to load 1.X content. 1.X creators might be able to port some looks over with some effort.

Meshed VR

Sorry 2.X will not be backward compatible. There might be a path for some creators to port clothing and hair to work in 2.X, but almost everything else will not be compatible. 2.X was meant as a fresh start to break free from systems that are holding 1.X back in terms of performance, quality, and usability. 1.X still has a long life ahead as 2.X won't match feature set for quite a while.

Meshed VR

It looks excellent. Thank you!!! I have a favorite character(appearance) in Vam 1.20 Can I import her or have her somehow in Vam 2.X? I am happy as long as I see her in 2.X That's my most concern. Please let me know.

Tsuruta Koji

This is looking awesome! Thank you for the update. My only question, which I may have missed if someone else asked already, what about backward compatibility? I have over 100GB of VAM content on my system. Will all my girls still work on 2.0?(and my guys and others as well.) I can’t wait to know more. Thank you again.

Ms. McKayla U

Yeah, custom morphs and textures will be possible. The process to get them into 2.X will be different. Morphs are more complex due to using HD mesh and the way grafts are going to be done. They can no longer be imported direct from the dsf files.

Meshed VR

You can still use controls if you prefer, and they will be needed when you need to fix something in place, like a hand on a table. Pins can only pull position and don't control rotation. I will likely add a line that appears if the pin is pulled away from the skin so you can see what it is pulling. Not sure what you mean with XYZ - RGB.

Meshed VR

Using genesis 8??? Omfg!!! It’s possible import custom morphs and textures too???

Darkness Valtier

Looking good dude! The pin system will definitely be hard to get used to, but it appears to be a much more streamlined posing tool. Are the pins going to be marked with XYZ - RGB?

Lamp

Yeah all of that will be fixed in 2.X. You will also be able to attach props to specific skin vertices in addition to direct to bones. Although not related to what you are mentioning, CUA is also actually going away to be replaced with full custom atoms.

Meshed VR

That looks great! I can hardly wait for the alpha build.

Kristin Ausume

The new version looks awesome in the video. I am extremely hyped up about 2.X 🔥🔥 😃 🔥🔥

Eric Bullhorn

Hey Meshed, looks really good. An important feature I would beg for would be a feature to have the joint controllers exactly fixed at their positions without any shifts or delayed followings to the model in animations like in VAM 1.x so far. Even with the xyz fix checkboxes active, the controllers always shift around. That would be urgently needed to have CUA assets like high quality shoes (instead of importing them with the cloth importer who always leads to weight failures and therefore distorded shoe meshes) or CUA props attached to the model's hands and feet without any shifting around during animation like currently in 1.x.

R K

Well I guess the future is here ...or will be when this gets finished :-) greatwork!

Chris

Dope! I think the ability to at least partially move away from kinematic movement will greatly increase the realism of animations in the future! Thanks for getting back to me so quick, too!

Samantha Cooper

I plan on exposing muscle controls per joint and per group (core, etc.) to allow controlling or animating the muscle strength. I'm planning to also allow capture muscle strength info in the pose itself so that muscles strength can be activated in bursts and then relax more once pose is established. This should allow for some interesting muscle based actions, like kicking, etc. I'm hoping longer term we can support active ragdoll simulation which could allow for AI to drive the muscles and perform balance and nature reactions.

Meshed VR

Awesome! Will we be getting a muscle based system so that we can contract/expand muscles for a guaranteed physically accurate simulation? (Toribash as an example)

Samantha Cooper

Oh yeah im SUPER fine with it not being simulated at all BTW, i just would love to import some DAZ or maybe even Blender Hairs like Panam from Cyberpunk into it as a static hairstyle that has good shaders on it

PixelPorts

Yeah this is using the HDRP Hair shader which is giving better results than I expected. This isn't even a very high quality hair asset. What is shown will work for simple static hair that does not need to be simulated and I do plan on supporting this as an alternative. After seeing this, I have some ideas about how to possibly make these types of geometry drawn hairs into pseudo-simulated hair to allow some movement through physics.

Meshed VR

looks great!

fubarLife123

Weird, now it doesn't ask for age proof. Cool :)

Hot dam bro. I can't wait to tto play with 2.0. It looks stunning.

Dave Chopp

That hair looks awesome, i know its a stand in but is it possible that maybe we can port many of the amazing DAZ hairs into VAM with great aplhas and good wrapping?

PixelPorts

Would it be possible at some other time to host the video in a alternative place? This asks for age proof by providing a credit card or ID, private things I would prefer not to disclose to Google.

How exciting !

Universens

Amazing !


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