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I'll be putting together a preview video in the next couple of days, but I realized it has been too long since I gave an update on progress, so I wanted to give a quick update here.

1.17 Release is going to bring several new exciting things:

  • Custom clothing support! Supports both static wrap and simulated. This was a ton of work which is why I have been pretty quiet, but the work was well worth it! I originally planned on rolling out custom clothing over several releases, but I ultimately decided to put everything into 1.17. The possibilities will be pretty endless with this system. Import will happen by creating a DAZ Studio scene with the custom clothing item in it, and then selecting the DAZ scene file in a new custom clothing creator clothing item within VaM and clicking "Import". Texture and material import is fully automated, but materials can be tweaked before saving out as a new custom clothing item. Once created the item will show up in the new Custom clothing tab and can be used like regular clothing. Created items can be easily shared, but please keep in mind everything in the DAZ store is protected by copyright and license agreements so should not be shared. Before going crazy and buying a lot of DAZ store clothing items before the release, please also keep in mind some DAZ clothing is not suitable for real-time games as the polygon counts are too high and could make VaM run slow, especially if it is a simulated item. I'm looking into the possibility of adding a decimator option (not in 1.17) to the import process which can automatically reduce the mesh to a more suitable number of polygons for in-game use.
  • Custom texture support for most clothing items and many atoms. The materials tab in the UI now has a Texture sub-tab that allows using custom textures on many things.  Some older clothing items and atoms are using an older texture system that is not 100% compatible, but support for these will be added over time.
  • New sub-atom preset system. Currently the focus of this is materials and textures, but this will be expanded upon over time. Quickly save and restore material and texture selections to different presets. This system is fully integrated with the animation and plugin parameter system. 

I'll post another update in a couple of days with the preview video.

I expect the 1,17 release to take at least another week to complete. The custom clothing system was a lot of work and required a lot of changes to existing systems, including making all the import pipeline work at runtime. There is still a lot to wrap up, test, and debug before release is feasible.

Thanks for you patience and, as always, thanks for your support!

Meshed

Comments

Anonymous

Good job man!

Vaako

Can't wait!

Anonymous

YES!!!!

Anonymous

Sounds like another great update. VERY excited.

Anonymous

SWEET!

Anonymous

Sounds like I will finally have to start learning my basics around DAZ

herve SACUTO

i'm very fan of this software, i'm imppressed, by 3D creator like alter3go and sapuzex especialy, many other creator making this game alive, with endless possibilitys, great job i'm patreon for life !!!

Anonymous

Ooh! Can't wait for more clothing options! Yay!

Anonymous

Amazing job Meshed!! One question. Can I import high heels too?

Anonymous

This is the future I have been waiting for since i was a teenager (30 years ago). I hope you are as proud of VaM as you should be! Thank you thank you thank you.

AWWalker

wow can't wait ;)

Anonymous

Will custom clothes work for females & males or only for females?

Coeratdog

Need better hair styles

AWWalker

@meshedvr will using Decimator in daz have the same effect on the save? Or will it still save at full?

Anonymous

Custom clothing support... YESSSSSSSS!

Anonymous

There is a decimator for DAZ szenes as a DAZ-plugin. I guess we can use this till then.

meshedvr

Sort of. They will sort of work, but with distortion when foot is bent. The clothing wrap system in VaM does not work that well for stiff parts of clothing. The heel portion of shoe really needs to be treated more like a prop attached to the foot. I don't have an easy way to add support for that in the clothing import system, but I will keep thinking about how to make this happen.

meshedvr

Unfortunately the decimator in DAZ does not save the decimated mesh in the scene duf file. You can sort of see this yourself by decimating something, save duf scene file, and then reload the file. The mesh is no longer decimated. There are quite a few posts on DAZ forums about this. The only way I have found to work is to decimate in DAZ, then export as obj and re-import back into DAZ. So you can use it, but it is tedious. The decimator is also not free. These are the reasons I plan to add a built-in decimator in future release.

meshedvr

Unfortunately the decimator in DAZ does not save the decimated mesh in the scene duf file. You can sort of see this yourself by decimating something, save duf scene file, and then reload the file. The mesh is no longer decimated. There are quite a few posts on DAZ forums about this. The only way I have found to work is to decimate in DAZ, then export as obj and re-import back into DAZ. So you can use it, but it is tedious. The decimator is also not free. These are the reasons I plan to add a built-in decimator in future release

Anonymous

DAZ clothing import will be great, thanks for this.

Anonymous

I look forward to it!

Anonymous

Looking forward to increasing the import function

Anonymous

Nice. How is the custom clothing stored ? Is this a single file you can store anywhere ? I am still confused regarding the custom characters and their imported textures/morphs/etc. My imports folder is filled with tons of loose files from all the downloads and I have no idea what I should keep or not, the folder weights a lot. I think being able to store custom stuff in single files would help. Not sure if this is clear...

meshedvr

Custom clothing is folder based, but fairly self contained. Clothing will be 1st item to use new asset directory strategy. I'm also planning to revise how the VAC system works so it works more like a hierarchical archive and can be used without extraction to disk to prevent cluttering up your folders, but there will be option to extract if desired if you wanted to make derivative works.

AK420

I'd love to see a mass default button. One button at the top of every menu that would allow you to reset all sliders to their default values.

Anonymous

I think this simulator is fantastic! It's leaps and bounds ahead of some other projects I've seen. However, there are a few functions/ features on my wish list! 1) Rotation lock option (under user preferences) for the UI menu. It's annoying to have to wrestle with the orientation all the time... 2) A separate 'save' for character 'head' with the option to import a separate texture set for just the head or keep the body textures if you so chose, if you want to mix and match heads with different body types. 3) When editing a scene 'Undo/ Redo" buttons 4) Using Oculus Rift Touch controller 'joysticks' for "context" scrolling where it automatically switches to scroll mode depending on the window you are focused on which is a common function. 5) Background Music Atom if just want to simply drop in BGM in a scene. w/o too much fuss. Keep up the good work!

Coeratdog

Does anyone know how to stop the models hair from going into her body instead of flowing over?

Anonymous

I found that if I reduce the weight and reduce the gravity it helps just by a few 100 on each though

Anonymous

So its a few months old, and doesnt do all of your (2) request, but it comes close: <a href="https://www.reddit.com/r/VAMscenes/comments/9yf5om/morphdeluxe_12_body_swap_from_any_save/" rel="nofollow noopener" target="_blank">https://www.reddit.com/r/VAMscenes/comments/9yf5om/morphdeluxe_12_body_swap_from_any_save/</a> Either way great suggestions that should definitely all be part of the software at some point.

Clayfacer

any updates on a release date or video?

herve SACUTO

what about oculus rift s ?? Virt a mate is compatible ?

AWWalker

yeah, just don't buy the new one

AWWalker

oculus went away from PC

Anonymous

The Rift S is fully backwards compatible with all titles. Don't get it confused with the Quest, which is not.

Anonymous

No they haven't. The Rift S is for the PC. The Quest is a new, no-PC-required device, which extends their market to a new group of consumers.

Anonymous

wanted to click "like" but noticed it stays currently at sweet "69"... great news on 1.17

AWWalker

3 weeks later ;) This is the one we've been waiting for

Anonymous

Can VAM do VR with OculusGO?

DJ

VAM brings even high end PC's to their knees. It's not going to work with any stand-alone VR headset.

Anonymous

comment je fait pour avoir un code