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I spent most of last week working on the new sim hair that supports custom (import) hair and styling, but did not make it far enough to include anything in the next release. I can see after this initial work there is quite a bit more to do in this area before it will be ready for public release. Due to that, the next release will be called 1.17.5. I want to get other exciting updates into your hands this week so you don't have to wait for custom hair to be completed.

SteamVR input system changes

After the hair work last week, I switched gears to work on Valve Index controller support. To accomplish this, I had to update the SteamVR plugin I was using to a much newer version and completely revamp how all of SteamVR input works in VaM. A side benefit of this update is SteamVR users can now define custom controller mappings if they don't like the default controller setup. This will help those running WMR headsets as well as you will have complete control of the mappings. This new SteamVR input mapping system will replace all the current SteamVR in-game preferences for controller settings. Oculus native support will remain as is for now, but Oculus users may want to force VaM to run in OpenVR mode (using the shortcut provided) if they want more control of mappings than what is provided in VaM. I also do not have Oculus finger tracking supported yet unless run in OpenVR mode. I'll try my best to get native Oculus finger tracking support into 1.18, as I don't think I have time to squeeze this into 1.17.5.

Finger Tracking

Index controllers support limited finger tracking, shown here with new functionality that allows controlling any Person atom fingers remotely or in possess mode. On the left is Valve's own gloved hand model with direct, non-physical tracking. On the right is a Person hand that is operating with same input data, but in a physical fashion. After working on this a bit, I have decided to revamp all finger tracking systems to use a common base that will allow finger tracking to work with different types of tracking inputs, and then output to floating hands, possessed Person hands, or even remote control of Person hands. With this new system you will be able to choose between different inputs for finger tracking in the preferences area: 

  • Simple trigger grasp (what is supported now)
  • Partial finger tracking with controllers that support it
  • Leap Motion full finger tracking

Then on the receiving side, you can set a Person's hands to be controlled in one of several ways:

  • Pose Morphs only
  • Pose Morphs unless possessed (similar to what is supported now)
  • New JSON hand/finger parameters to control bend and spread
  • Remote Input (shown above) controlling these new JSON parameters

All of this will be in 1.17.5 release coming this week. Many other things are coming to 1.17.5 as well:

  • Teeth/tongue/mouth material control
  • Improved presets
  • New clothing items
  • Bug fixes

I also have plans to allow recording and playback of finger motions in a future release (possibly 1.18), when JSON parameter recording via controller input is added.

Thanks again for your amazing support!

Meshed



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Comments

Anonymous

Fantastic - seriously

Anonymous

Looks great! Can't wait to see Vive knuckles tracking in action (I believe that comes under partial tracking support?).

meshedvr

Yes what is show here is me controlling the hands remotely (on right) using a knuckles (Index) controller

Anonymous

Love your work Meshed, but I don’t understand the priority of making sim hair conform to the scalp. My computer can’t run sim hair... at least, not without making me feel sick. I personally would like to see efforts put more into making the game run smoother and/or fundamental updates such as adding out-of-the-box keyframing and such. I feel like functional tools and performance upgrades are more important to me than aesthetics at this point. (Though aesthetics are indeed important, just not AS important)

Anonymous

heel is important.....

Val Salia

Seriously; I know that finger tracking is hardly the easiest thing to work with, especially with so many different controller models coming out lately, but the effect of one's virtual hands matching a user's physical ones is *immense* in bridging the gap of the virtual and the Real in the user's brainparts. So, good on you for making that a point to focus on, when there are so many parts of this system also competing for your time and attention. You're doing great work, man.

Anonymous

Being able to record finger tracking position via say leap or index controller will be huge when it comes to scene creation and recording.. no more flat hands around the place not matching the character intention!

No Thanks

I can't remember - Rift S has support right?

Anonymous

Nice, thanks for the update :)

ZULEYKA GAMES

Looks promising! Great work as always!

Clayfacer

glad to see more clothing options added. usually a lot more optimized than community offerings.

Anonymous

please fix collision on males with clothing its getting really fucking annoying

Toshie27

the index controller without embroider a horror, Funktioniereren sticks are after the update? when does the update come?

Toshie27

sorry my English

Clayfacer

will there be an option for 144hz display on the index.?

DJ

A while back Meshed said this about improving clothing collision on males: " It is quite a lot of work (weeks) to correct, and there is also the performance aspect. It would kill performance of all existing male/female scenes. Currently male has some advanced colliders in critical regions like hip and chest area, but not in other areas like legs/arms. I could turn off advanced colliders on male by default, but that would break current scenes where there is nice collision between male hip and female hip. If I leave advanced colliders on and fill out the male with more, it would likely take performance down another 30-40% (no joke). VaM is barely performing at OK level now, so I've made the decision to defer this to 2.X where I'm planning a much better performing skin collision system. I pledge that 2.X will treat male and female equally... In fact if all goes according to plan, 2.X might even support other humanoid shapes in a better fashion. If you get too extreme with morphs right now, you'll likely see issues with collision."

Toshie27

1.17.5 Release ?

Toshie27

does one also get an answer?

Anonymous

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Anonymous

how to load scene?

Anonymous

MeshedVR Im on the 1.17.6.1 Version of the game ... just noticed last night that when you use the Posesion it works or at least acts like it does but the head isn't staying posesed....

Anonymous

did it grew a brain of its own already? or what lolz ...just kidding im pretty sure is just a minor bug ... hopefully ya'll noticed it by now ...

Anonymous

I need help https://www.patreon.com/morearts18