Hi,
Due to a change in circumstances, I unfortunately have to pause development indefinitely. So for the time being, this Patreon is on hold - but I hope to revive it at some point in the future.
I'm not pausing all subscriptions, I'll leave it up to everyone to make their own decision on whether to cancel or to move to the free tier. On the free tier, you'll receive notification about any changes and updates.
Massive thanks to everyone for the support!! Especially the peopl...
2024-12-19 07:01:51 +0000 UTC
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I devised a way to extract a morph from any start and end states of the skin mesh vertices. The main reason for creating this is to have an easy way to export the rigging based (i.e. bone weights based) breast rotations as morphs, so that I can properly cancel them out or take them into account in the breast morphs that I'm working on in DAZ/Blender. However this might be useful for other people as well, so I made it a full fledged plugin. The demo shows a basic morph merging example.
C...
2024-12-10 20:36:15 +0000 UTC
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Update 10 Dec 2024 / v1.0.1 / 4.var:
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A small update:
By default, the overlay is not shown in Play Mode. Showing in play mode can be enabled with a toggle in the plugin UI
The data buffer length setting is now 2s by default, which stabilizes the fps and heap size readings compared to the previous default value 0.1s
Keybindings actions Perfor...
2024-12-08 20:49:01 +0000 UTC
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One of the problems I encountered while creating the Breast_RefM morph was dealing with inconsistencies in how Blender and DAZ render the mesh versus VaM. Especially with regard to shading. The geometry can look spot on in Blender, but produce annoying issues in VaM - for example, one triangle in a quadrilateral displaying as shadowed and causing a blocky appearance that's inconsistent with th...
2024-11-28 14:30:36 +0000 UTC
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This morph will be the basis of all future Naturalis breast morphs. For now, this morph is only available packaged into the demo scene var. In the future, I plan to release it in some morph pack.
The purpose is to lock in to a shape and ensure precision and consistency for the breast pose morphs that Naturalis will animate. This will include everything from
This plugin makes all user preferences triggerable, except for anything in the Security tab, and a couple of other settings.
Current user preferences values are stored in memory when the plugin is added, and restored back to those values when the plugin is removed if Restore Preferences On Remove is checked in the plugin UI. By default, it is unchecked, so any changes to user preferences will carry over to the next scene or the next VaM session if you don't check it.
2024-11-26 18:37:49 +0000 UTC
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Hi.
It's been a very busy the last couple of weeks and had a lot of stuff to deal with outside of VaM. However, slightly related to VaM and especially getting ready for VaM 2, I researched and ordered parts for a new PC build, and I'm very excited about that! Also got a new VR headset, the Pimax Crystal Light, can't wait to try it out once I get my setup configured. Having a high resolution VR set and the hardware to run it is pretty important for the, uh, you know, research for breast ...
2024-11-26 18:37:25 +0000 UTC
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Update v1.0.4 (5.var): Fixed a bug where adjusting any slider value would throw the user back to the Head and Torso tab.
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A technical / quality of life update resulting from using the common library.
added Keybindings actions: BodyWeight.OpenUI and BodyWeight.ToggleEnabled
better UI tabs style
on Save Masses Into Joint Controls, a window...
2024-11-13 19:00:53 +0000 UTC
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The new breast pose morphs for Naturalis will be built around custom reference shapes. These are created using built in VaM morphs as a rough starting point, and heavily edited in Blender & Daz3D.
The main issue I've found with built in morphs as well as existing custom breast morphs is the lack of a realistic looking under curve. In the custom reference shape, the under curve starts from a sharp skin fold that causes the breast to look like it's naturally resting on the ribcage. Ha...
2024-11-12 11:27:06 +0000 UTC
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Removed the plugins list grey background to improve the contrast between plugins:

Fixes:
Fixed issue where Better Close Isolate Edit Mode did not reliably work on newly added atoms
Fixed a bug in the Add Recent dropdown of a Person atom's plugins tab where it was not possible to remove items that were added recently to non-Person atoms
Fixed issue whe...
2024-11-09 12:31:14 +0000 UTC
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Hi.
Something a bit different from the usual 🧐
First off, I haven't made much progress on breast morphs yet. I know that's probably somewhat disappointing to hear, but fret not, we'll get there. The next status/WIP post will be about breast morphs.
What I have been working on though is an effort to unify, standardize and modernize the codebases of all of my plugins (with a few exceptions, mentioned further down). I felt that this was important to do from sta...
2024-11-07 14:11:21 +0000 UTC
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-everlaster
2024-11-01 11:31:32 +0000 UTC
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Hi, yesterday's release broke the ability to add plugins from the recent and favorites dropdowns. It broke only in the var packaged version, and for the most part I test features on the unpackaged development version which is why I didn't notice anything. My bad! The everlaster.UXPlus.14.var is removed, make sure to remove it on your installation as well if you already downloaded it, and replace with this fixed package.
-everlaster
2024-11-01 08:29:01 +0000 UTC
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I've been sitting on this for some time now, waiting for the right moment to finish up and publish the update. I wanted to get it done by the end of this month - just in time, haha.
New module: Misc. UI Tweaks

This module groups together two previous modules (New folder button in file browser, Scenes per page) and introduces some new ones. The new ones:
Confirm Reset To Default
2024-10-31 18:27:10 +0000 UTC
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The amount of dampening for glute collision morphs and Shapeshift g-force morphs is now equal at every physics rate. Previously there was a physics rate multiplier that scales the damper with physics rate (e.g. doubles the damper when going from 60Hz to 120Hz physics rate), but it turns out this is not necessary and in fact counter-productive.
If you were using a higher than 60 Hz physics rate before, you may notice that all of the glute morphs and g-force morphs have a bit more jiggle ...
2024-10-20 14:24:44 +0000 UTC
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For those who already saw the release post, you can now download the new var from the correct link on the membership tab or in your DM's.
Someone messaged me (about the broken download link I'm guessing), but unfortunately I can no longer find the message as Patreon's message system doesn't allow find...
2024-10-18 19:52:53 +0000 UTC
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Update: v1.4-alpha13b https://www.patreon.com/posts/114356219
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Hello. The soft physics driven morphing system is now technically mostly complete. Note: glute hard colliders are disabled in the video.
Since the last WIP post, there's been a lot of improvements to the system, the major ones being:
This plugin is now released for free on the Hub: https://hub.virtamate.com/resources/autogetdependencies.51304/
The free release got delayed by a couple of weeks, I received some feedback on it and developed a few additional features. Compared to the original paid beta release:
added button i...
2024-10-12 19:44:44 +0000 UTC
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Video credit: HPVL by PluginIdea (CC BY-ND)
I tested what the morphing looks like if instead of calculating angles relative to the glute joint, I ignore the glute joint entirely and use the average depth of soft physics joints to drive the morphs.
Soft joint depths illustrated below. (For definitions of technical terms see the end of the post...
2024-10-12 11:11:28 +0000 UTC
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Hey guys and gals.
Firstly, I want to emphasize the "in progress" part in this work in progress. It looks relatively good and works relatively well, but there are a few critical issues with it, listed further below.
In the latest v1.4 alpha, glutes only have g-force morphs which are driven by the accelerations of the glute joint, and are entirely unaffected by colliders, whether soft physics colliders or hard colliders.
In v1.3 and earlier, glute morphs were driven by deform...
2024-10-10 20:27:17 +0000 UTC
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Hi
Quoting the previous post:
But long story short, if I succeed with this, it'll be the best of both worlds: g-force morphs driving the change in shape due to forces, with an additional layer of morphing that modifies that g-force morphed shape based on interaction with the soft physics mesh. I'll report back as soon as I've made progress that looks like it's actually going to work. 🤞
And here is that report. Major hurdles are over with, soft phy...
2024-10-05 18:47:21 +0000 UTC
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Fixes to breaking bugs introduced in alpha11:
Fixed issue with physics offsets not applying properly on scene/preset load (this undoes change "Prevent offsetting physics parameters via trigger during calibration")
Fixed issues with upgrading from a previous version by adding the new cslist with the previous one still on the atom
-everlaster
2024-09-29 09:13:21 +0000 UTC
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A small release with a few tweaks and bug fixes. The fixes will also be patched to the free Naturalis v1.3 soon.
Tweaks:
Shapeshift's Glute Side Out g-force morphs reduced to 2/3 the magnitude, they're more consistent now with the Side In morphs
The glute up/down and in/out g-force morphs now use the thigh joint instead of the hip joint for the rotation reference - the effect of these morphs is now more appropriate at different forward-back leg rotation angl...
2024-09-27 18:18:12 +0000 UTC
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Quote from the previous Naturalis release post:
I'm working on producing a "proof of concept" of how TittyMagic's and BootyMagic's morphing will work with Shapeshift's g-force morphing. This won't take long to do now.
[...] I'll produce this first concept only in BootyMagic since there's currently no morphing in BootyMagic itself, and there are very visible glute g-force morphs that BootyMagic will need to take into account.
Joke's on me, a...
2024-09-26 19:46:09 +0000 UTC
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Hi, I've finally made enough progress to release a new version. This release includes important changes to the g-force morphing implementation, but no new morphs yet; see end of post for info on the next release.
G-force morph "Rotation reference"
TLDR: In practice, the butt jiggle is noticeably better looking (I don't have a comparison for you, but you can check it out for yourself 😉), and this improvement will also come into play when implementing breast g-force mo...
2024-09-21 15:04:34 +0000 UTC
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A small update that introduces one new module: Show Target On Hover.
In addition, two small fixes
Fixed error when right clicking on a UI element before any atom UI had been opened (Right Click Menu)
The plugin no longer disables a module if an error occurs in the module (to prevent it from staying disabled after a reload given that UXPlus stores the plugin d...
2024-09-19 11:17:07 +0000 UTC
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Hi all,
In the previous development status post, I mentioned I might start publishing more Patreon posts for free members. I would really like to, but unfortunately free tier posts can't include any NSFW work-in-progress or release posts, those must be behind a paywall.
I'll post anything SFW such as text only development status posts and similar updates to the free tier, just to keep people in the loop, but other than that, no major changes in direction.
Have a great week...
2024-09-13 08:57:23 +0000 UTC
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This project started small, and then exploded. What initially seemed like a quick and easy plugin turned out to be technically very challenging and complex to implement. The first part of that sentence is why I accepted to do this, the second part is why it took an entire week - but it was fun and educational.
The original idea was to enable scene creators to configure a start/landing scene for ensuring their users have all of the dependencies required for the actual scene install...
2024-09-13 08:36:57 +0000 UTC
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Time for an update since it's been a bit quiet on the Patreon front recently.
I've been working with my morphs guy on new versatile tools for creating quality breast morphs. Well, he's doing basically all of the work, and my role is to provide feedback and requirements etc. He's close to completion and once he's done, I can continue with creating new breast morphs. There are already some other tools and setups that I have that I could've created new morphs with, and I might still find u...
2024-09-06 19:17:13 +0000 UTC
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