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Enter this key into the main window of Virt-A-Mate to unlock the "Creator" content:

C14507   

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Anonymous

Hi, sry, I cant enter the key. I see only the ready button. Edit: I am too dumb. I wanted to enter the key into the VR Window. Now it works :)

Anonymous

are you using HTC Vive? I have no luck getting it to work as I can't select Ready :(

Anonymous

on 1.0 I was selecting "ready" and the version type. it seems there's no indicator as to when it is loading. If youre running low specs i'd give it a minute or two, after selecting "ready" and making sure your content type is selected.

Virtamouse

Holy shit this version is amazing, This is light years above anything else I have tried. Im still trying to figure out how to adjust breast size. If this had a robust type of Character creator I would be in heaven. Amazing work Meshed you have out done yourself with this one. Proud and glad to be a supporter.

Anonymous

Wow this is amazing but a bit resource heavy. The included scenes run in the red at around 45 - 50 fps. I`m running an i5 6600k and a 1080ti.

meshedvr

I think your CPU is the issue. I suggest turning off soft body physics as that is the most CPU intensive part of the sim currently. You can open the performance monitor in the user prefs and post your numbers here (wait for right column to stop changing) and I can confirm if that is the case. I can get 90fps on all scenes in the build with i7 6700 (non-K) and 980ti if I turn off mirror reflections.

meshedvr

To adjust breasts, find the Person node (should be person icon). Select using A/X on rift or thumbad on Vive. Open the UI. You should now have many tabs for character customization. Breast mods are in the morphs tab.

Anonymous

This looks awesome! Can't wait to get a chance to play around with it!

matthew b

can we get some girls in porn star long clear heels ?

matthew b

what about audio ?

Anonymous

There is so much I love here that I don't even know where to start. You are *exactly* the kind of person who should be developing VR content, and I hope you flesh this out even more and then go on to other projects too. Possession mode is amazing. Actual collisions via real, touchable models. This is the dream of VR sex and you've accomplished it, and I can't wait to see where it goes as it is refined. Touching yourself in VR or another person feels incredible and interactive, and makes me even more excited for future BDSM kinda content like you mentioned. This isn't "Watch people have sex in VR" like most simulations. This is "Load up your fantasy partner and have sexy times with them in any way you can imagine." You're building an actual holodeck-styled simulation, and I'm stoked. Head collision toggled on adds a ton of immersion to me, thank you for adding this! Also pretty fun to toggle the possess-ability to try it from the other perspective... Possessing a head with a male top partner=I think the first ever actual VR *giving* a blowjob simulation with full, functional, head/face/cock/balls collision. That may not be everyone's cup of tea, but it's pretty fucking awesome to me as someone a bit bisexual. It's also kind of a neat experience to try on the opposite sex's body, which is the sort of experience you can only have with VR. And the new record functions are incredible, I'm going to have a lot of fun playing around with them. But just this possess function alone sets this miles beyond any other VR sex simulation, and miles ahead of most non-sex simulations too. This is incredible work, and you've more than earned my continued patronage. And then you also are working on optimizations...I have a gtx 970 Mobile edition, backed by a strong CPU. It is definitely smoother in this build. Doing optimizations is another thing that not every developer even does, and I appreciate it a lot. Again, you are the exact sort of developer I want to be working on VR. I am extremely excited to see the work you continue to do with this project, and beyond.

Anonymous

I went for the Creator version, I haven't got the time to install it yet but what I have seen so far on video is just breathtaking ! I didn't expect this level of virtuality would be possible for another 10 years. So now we have finally reached the future. Next, levitation cars please !

Anonymous

Oh I forgot... Imagine to be able to scale the VR girl form dwarf height... to true giantess size.... ! That would just be true bliss !!

Anonymous

Wow - this is complex. So many controls. Very promising! Great work so far! My overall note is that the controls and how they're labeled could be more intuitive. Just one example - eye color. Why not have a color wheel or H S and L sliders? Instead you have a bunch of numbers (Color 1, Color 2, etc). The user has no idea what colors those are. If it's a visual parameter then make it visual.

Anonymous

Am I missing something or is there no pre-built Missionary position scene? That seems like a major omission. Or maybe there's a skilled user out there who could build an animation for that? But, ultimately, that should definitely be a default scene.

Anonymous

Another big note is regarding facial customization. Messing around with the sliders usually reveals somewhat ghoulish faces. This is an area where VR Titties has really knocked it out of the park. In that project, you can make a character look like just about anyone in the world. It's remarkable. And that's something I figure is farily to implement in the next build that will have a big impact on the popularity of this thing. And VR Titties was also wise to devote a bunch of funder money to voice acting. I think that may be a couple builds down the line for you and that's fine - better to focus on the visuals and the interface I think. But, that will be a HUGE FACTOR in making this a viable game.

Anonymous

While changing the scale of the VR girl might be a bit complicated, what if it could be done the other way around instead... by just scaling the "perception" from the players point of view? Would that work?

Anonymous

Figuring out all the controls (of the body parts) and how to animate in this app is a bit daunting to me. I think a great way to help get users engaged and creating with this thing is for someone (maybe you) to create a tutorial that results in a finished product that is basic and likely to be popular. All creative apps do this kind of tutorial. For example, a basic animated scene in the cowgirl position would be good. In a tutorial, show us how to create a scene that involves the girl bouncing up and down slow for 2 minutes, medium for 1 minute and fast for 30 seconds with a 10 second shudder/climax at the end. And 4 times the guy grabs her breast during it. So that will teach the user a lot of things, including how to animate some body points but not all. In this case you probably want to move all points up and down except her lower legs yeah (since you don't want her levitating)? If you don't have the time maybe there's a super user who'd like to create a tutorial like this?

Anonymous

So - I wasn't sure based on your build description but can I currently link one of the Oculus touch controllers to a bunch of animation points? For example in the cowgirl scene, could I link the controller to a bunch of points ( i guess it'd be all except her lower legs?) so that moving the controller up and down would move her up and down? And then I could take over (possess?) the male point of view and attach the controller to a real world object and thus get some cool haptic feedback going on? If you can enable this then you will be boost this game well ahead of the competition, imo.

Anonymous

This is on a different level than anything out there. Glad to support this. The animation is so robust and well done. I have run into an issue when i try to load a second person it gets buggy and often crashes. Any tips?

Anonymous

Check this out. Maybe it be somethimg worth trying with this game: <a href="http://fookvr.com" rel="nofollow noopener" target="_blank">http://fookvr.com</a>

Anonymous

Holy shit this is amazing! Beats everything out there right now... Just hoping for some way to grope some tits and ass with my own hands maybe use objects on her too lol...

meshedvr

They eye color dropbox is actually different eye "textures" so I had to make it a dropbox. I was a bit lazy and did not feel like giving each a description. You can independently adjust color in edit mode with the fuller UI. Those have HSV color pickers.

meshedvr

I'll try to see what is available for heels, but I will be adding heels of some sort.

meshedvr

I simply ran out of time this month to make more scenes, but with users making and sharing scenes now I figured someone would create a good one. I might release some more scenes mid-month if I have time.

meshedvr

Good feedback! Than you. I haven't really added many of the facial morphs I have yet. I also want to add sculpting at some point to be able to break out of the canned morphs and combinations of them. Also - DAZ3D genesis 2 model (what I am using) is not the best for facial features and expressions (many of the expression morphs are laughable). I will be adding support for genesis 3 models in future which is quite a bit better for face specifically.

meshedvr

You can already do this (scale perception). "World Scale" slider in the UI. What you can't do is leave your perception the same and scale the characters. This would allow you to have a huge guy and a tiny girl, or any other combo you can think of so I do want to add that for more flexibility.

meshedvr

Some users said they might try to make some tutorials after they get some more time with 1.1. I also plan on some videos, but I am focusing on some showcase videos 1st because it isn't even that obvious what this sim is capable of to a casual observer. I would love to have a whole series of tutorials, but I'm choosing to work on features and improvements over this for now since things are changing fairly rapidly.

meshedvr

You can do this now, although it is a bit tricky. But I don't think you want to move the entire girl up and down. I think you probably want to just move hips up and down, and make the head not hold its position too strongly. So to do what you are asking, I would recommend adding 2 grab points to the hips (use the add menu to add them, move them to sides of hips, and then in menu for the grab point, select the grab tab, and lastly select the person/hips in the drop box or use the button to select from scene). Now the grab points are attached to the hips. The grab points are not exactly working as I want though so consider this experimental. What you are wanting to do is something I want to support.

meshedvr

Do the built-in scenes with 2 people work ok? I wonder if you have an object near where the 2nd person (that is off by default) is placed, and when you turn it on it is overlapping. This can cause Physx to do some crazy things and send the game into a crash. Can you describe what steps you are doing to see if I can replicate?

meshedvr

Well if you have a Vive, I'm going to support tracking pucks. You can just attach a puck to your accessory in some way and the link it to an in game object (like girl's hips or a grab point that lines up with the puck better) and they are now linked.

meshedvr

Someone did ask for Leap Motion support, so I will try to get that in. Could be fun, but I think this is just going to make us want some haptic feedback so it feels like we are really doing it! :)

Anonymous

Congratulations on your good work. It can certainly become the best VRSex game, and the solutions can be used in other applications !!! Sorry for my bad English. I found an error in V1.1. Changing in a scene the male to female character. When changing back to masculine, he becomes deformed. Man's nipples like horns !!! XD It's the only problem I've encountered so far. It is basic to add a button for direct positioning on the character to possess in the saved scenes. Humbly, these are my order preferences for development: 1 - Interactivity: Make clothing interactive and that affects gravity (unbuttoned shirt, lower bra straps, lower panties, up skirt, etc). 2 - Clothes: Basic to extend clothes a lot. It's one of my favorite games: P 3 - Character attitude: Automatic breathing and blinking movements. It would be nice to have a follow-up option with the character's head towards the player. Also make more gestures and small movements while playing (smile, kiss, close eyes slowly, lean slightly head). A choice of status (happy, sad, angry, scared) that affects his gesture. 4 - Hair color: Basic color palette. The hair dynamics are spectacular, but it seems to use a lot of resources. I propose options of static hair, and hair combining static and dynamic. 5 - Sound: Essential. Breathing, groans, 6 - Leap Motion: It would greatly increase the immersion in the possession. I propose you to votation to know the preferences of the sponsors. I also propose that you add a new level of sponsorship, perhaps $ 25 a month, to be able to order one custom order per month and enjoy the whole community (a special face, a body, lingerie, clothes, makeup, etc.) . I would pay. A cordial greeting. Wishing you come V1.2 ...

meshedvr

Thank you! Yes I have just recently seen that gender switch bug. It can happen the other way as well and be quite horrifying! I have it on my bug list to fix. Agree on button to quickly line your view and height to a specific node, like head when in possess mode. That way you don't have to walk into the node. Probably add a button called "Possess &amp; Align", and then you click the node to align to. It is slightly tricky because your head might not be looking straight ahead in your play space when looking at the node to align to. I will have to experiment to see how well it works in practice. Might need 2nd press to have you look straight ahead after you select the node to align to. Thanks for suggestion! 1. Yes I would love this, but it will be resource heavy. I have wishlist item to have this someday. 2. Will be adding more clothes. The options are a bit limited because the ones that look best right now are the ones that are fairly tight fit. Dresses don't work that great if the legs are not straight. Another reason for simulated cloth here. 3. This is already on my plan and I want it to work as you are suggesting with programmable personalities. This feature is a ways out (not 1.2) 4. The sim hair is actually not all the resource heavy. It eats the GPU a little if you get close because it is a tessalation shader. Might be able to add option for reduced resolution to help. Hair color should be possible. I'm actually looking at a completely different hair solution as I'm not that happy with the current look. 5. Yes - planned basic sound for 1.2, much more coming later. 6. Others have asked for this. On a longer term wishlist. I'm working on getting Trello up and running, and I have added the voting system to it so people can vote on features and content. Hmmm...interesting idea on $25 level. I will think about it. The only issue I will have is some of the requests just might not be possible. For instance I won't be able to do any custom models beyond what is in the DAZ3D genesis 2 catalogs out there (several sites offer models, but I am limited to gen 2 at the moment). I also can add something I can't get a real license for. Not all DAZ3D vendors offer game development licenses, and for those that do, it is quite expensive ($500 or more per Vendor). I currently only have DAZ3D game license which covers all the base models and some sponsored content.

Anonymous

Very impressive work. As well, i have a suggestion - for those of us that are lazy, and to easily add content to the game - user submitted animations to be added to the game by default? Perhaps based on voting along side other voting systems?

meshedvr

When I add community sharing system, there will be separate browsing area for those. I am envisioning voting system and some kind of sorting by votes, category, etc. This is a ways out though so nothing is firm on that yet.

Anonymous

Hello, I like the game it has the best physics and visuals thus far and I can see the animation system will certainly lead to some interesting changes. In fact I think every single aspect of this game is best in class and will have some far reaching potential. It will probably really attract the crowd that like's "HoneySelect" if you continue the trend of having it be easy to modify. As for my negative feedback, for now it's a deal breaker for me to spend very long playing the game. I'll explain but it will only make sense under the pretense that I'm not really interesting in walking around my room, kneeling etc. I prefer to sit, as a "sex" game, the last thing I want to do is stumble around fapping while I try to get a better peak at the chicks boob. I'm fine with looking 180 degrees of course, leaning forward and back a little as I'm sitting is fine as well. Under these (fairly reasonable constraints) the current positional controls (Warp style teleporting) are absolutely frustrating to work with. Also I'm on a VIVE, so not sure if it applies on other VR systems. Main issues: 1) Movement button is symmetrical to the other controls menu button. So every single annoyance I list here is amplified by the fact you often do it on accident by hitting the wrong menu button. 2) No way to "cancel" the movement adjustment once you hit the dang thing, you're stuck trying to wiggle it to keep you as close as you can to your current position or start the annoying multiple-reposition dance to get yourself lined up to something reasonable. 3) The button for movement is rather easy to press down. 4) The button is located above the thumb pad which is the most used area, specifically the top of it as you use it to select scene controls, so when combined with 3) (easy to press) and 2) (no way to cancel) you end up hitting it on accident. 5) No cooldown or transition period, so if you hit it really quickly on accident you can move instantaneously. If you do it while moving the control you can end up so far away from the scene you have trouble seeing where it is. 6) It's hyper sensitive.. you are in a viewing area of around 6 feet or so, yet I barely move the controller and I am so far away I'm in fear of integer overflow. 7) Ugh the perspective on it makes making any kind of rotational adjustments just plain.. horrible. It has a relative position to your current facing, so you can't even look over at where the annoying little warp marker is because the box starts spinning around. So if you teleport with it staring at the marker pointed at the girl from lets say 90 degrees around her and a few feet back you end up looking forward and realize your staring off into space. The new position was relative to your facing at the time of the teleport, not relative to the position of the marker. RAGE. If you are not in a 360 degree rotating chair this is madness. You end up moving the warp marker to where you want and looking at the corner of the box for it (assuming you can manage to see it).. and play a fun game of twist your control in synchronization with your head to make sure when you finally release that god awful button you are facing where you want. The alternative is to make multiple "micro" rage warp movemenents but I end up getting way more annoyed doing that as I wind up going past the chick more than once or getting to close etc. 9999) For the love .. of everything holy please in the next release put math.Min(distance(users.Position, UsersLikelyAnnoyingAccidentalClickPos), somethingReasonableLikeLengthOfFemaleTimesSix) to pin that dreadfull little directional entity. This detail makes all the previous items in the list SO MUCH MORE PAINFULL. TLDR) I don't need to "warp" hundreds of feet in a game with literally 2-3 characters clumped up in a orgy. lol. When I do want to move allow me to direct my look of dissapointment to the warp teleport and unbind it's facing relativity to mine so I can properly adjust it and when I release the trigger go back to looking at my screen. So knowing what is wrong with it, I think what I want to do emerges from that. I really only need to rotate my camera and make very small adjustment at a real-world scale. All I need is a way to grab a position on the screen to anchor myself on a keypress, and move around by moving the control. I've seen this in honeyselectvr on github, maybe it's called leap motion? I'm not sure, but I still think that falls short as well as it doesn't provide rotation.. but it DOES provide a BETTER way to move around a small "real world" scale scene. It falls short on multiple points though, I think the perfect controls would be: - Key press event DOWN triggers anchor point (AP from here) event. - AP event is bound to the initial POSITION of the vive controller. - AP event is bound to the initial ROTATION of the vive controller. - AP event distance MODIFIER is set to base value 1.0 - Begin updating - if updating - apply the camera POSITION by shortening or lengthening the distance from the AP on a fixed axis relative to the current "FACING" of the controller. - if updating - apply the camera ROTATION on a fixed axis bound to the very edge of the current distance relative to the current "FACING" of the controller. - Some method to increase modifier to allow micro-adjustments reasonably well but allow moving larger distances when the user really reaches outward. - End updating and remove AP, nothing else happens. Real world usage, for example I am perfectly face to face with the female character I press the button and: - Move the controller towards her to move away from her - Move the controller towards me to move towards her - Move the controller towards the ground too.. you guessed it, move towards the ground - Move the controller towards the ceiling to, yea.. - Rotate the controller in place to the right / left to rotate me around in a fixed axis from my anchor point, if I press and hold with no distance it's a easy in place rotation. Knowing this we can quickly rotate around her by leaning forward and placing the anchor point inside her, then pulling the controller back towards us and rotating it to the left or right. Usable controllers. Yep. The main advantage besides freedom to move intuitively is you are also moved WHILE holding the keypress so they have immediate feedback to their orientation. Something you can't get from warping in it's current design (You could, but the controls aren't designed for this) so you are forced to adjust and guess the new perspective and then "commit" in a all-or-nothing transaction.

Anonymous

Well, I didn't intend on giving birth to a full grown wall of text here, sorry for that. This window doesn't serve well for writing anything with substance, sorry!

Anonymous

I've had lots of fun since 1.1 came out. I've been late to work twice! I blame you meshedVR. This is a really great start. The character interactivity works really well. You can expect a bit of glitchy physics however. For instance the pony tail will get really wacky and start flopping about, eventually ending up coming out of the characters mouth. There are a couple other phys glitches but overall I am VERY impressed. The overall movements are very natural and fluid. I am really enjoying the new animation system as well. As get better I would love to share some of my scenes! Here is my wish list 1: a quick toggle between IK and FK 2: a way to animate morphs 3: a scene browser to easily select scene items 4: screen shot and record button 5: a POV mode that combines the POSSESS feature and locks the view on the head and the player operates the arms and hands 6: animation dope sheet with all joints

Anonymous

If it matters, Im using an Oculus rift with touch controllers.

Anonymous

I second an undo feature. That is essential!

Anonymous

It's a really impressive work, way ahead of the rest. As for the feature, would it be possible to change the face morph sliders during animation as to create facial expression? Simply by having their value modified at a certain frame or second count?

meshedvr

Will add to list, but I have to think about how it would work. I guess it would undo the last quick grab + move + release action. Or undo the world movement (although I'm changing how teleport works).

meshedvr

Yes this is planned, but I need the animation system to be more fully implemented before it will be possibly. There needs to be a dope sheet UI that allows editing the animation easily.

meshedvr

Character scaling Trello card: <a href="https://trello.com/c/e27fzpST" rel="nofollow noopener" target="_blank">https://trello.com/c/e27fzpST</a>

Anonymous

Originally I had just pledged once to get your software and then cancelled (ive been burned supporting VR devs abandonware before) but the speed of releases is good so im back on board :-D

Anonymous

(New Here) I'm impressed with VAM's current creator functionality, looking forward to the updates. (You can have my money for now :) I had a question tho, is there some sort of manual that explains the node types and their differences, for example hold and lock etc. oh and maybe add a input box for adjusting sliders/positions so that you can key in a specific values.

meshedvr

Sorry I don't have good documentation yet. "Hold" currently has no funtionality beyond what "On" does. This goes back to a time when I supported traditional controllers (xbox360, xbone) before Vives and Rift Touches existed (I started dev on this with a DK1 and a 360 controller). I left this in because it might serve a purpose again in future. For specific value input, 1st I need to add in a way to input value within VR: <a href="https://trello.com/c/9QCCIUEe" rel="nofollow noopener" target="_blank">https://trello.com/c/9QCCIUEe</a> Once I have that, I will add a little box next to sliders to allow manual input.

Anonymous

First off, your software is simply amazing. I was waiting for VR Porn to come out that supported 6DOF (with Facebook's new camera design) but the realism in this 'does the job'! There are two things I'm having trouble with: 1. Is there a way to adjust the brightness of the lighting- if I select the hidden light I don't seem to have params to make it dimmer. I tried moving it really far away but it doesn't seem to get the room too dark. 2. I sometimes have trouble finding the person UI object depending on the position of the models. In the cowgirl scene for example I was trying to edit the girl's params and it took me forever to find that- wondering if you could make selecting a character easier - perhaps when you select any part of their body there could be an easy way to get to the model params? Thanks again and happy to be a creator patron for this.

meshedvr

Thank you! 1 - yes look for the lightbulb icon while looking around where the light is. Select it. There should be UI options on the Light tab to change just about everything about the light: range, brightness, type. You can also change the overall scene exposure in the global Scene options menu. That adjusts both global illumination and all lights at the same time. 2. Plan on adding a scene browser to the UI to quickly be able to find and navigate to items: <a href="https://trello.com/c/BsTe7tD4" rel="nofollow noopener" target="_blank">https://trello.com/c/BsTe7tD4</a>

Anonymous

Help. I reinstalled meshedvr, entered the key, it loaded creator content, but my oculus controllers will not trigger the ready button.???