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We are excited to announce the latest release of VaM. Originally intended as a patch to 1.21 to address critical issues, we decided to expand the scope and incorporate some highly requested features along with some of our own additions. As a result, this release has grown to become a major update with a plethora of new functionality and improvements.

With this release, we aim to provide our users with a more stable and refined experience. We have fixed various bugs and issues, and added new features that will enhance the usability and flexibility of VaM.

We understand that our users have been eagerly awaiting the release of VaM2, and we want to assure you that our focus is now on its development. While this may be the last major release for VaM, we will continue to provide necessary patches and updates to ensure a smooth transition to the VaM2.

Thank you for your continued support and feedback. We hope that you enjoy this latest release of VaM and look forward to sharing more updates with you in the future.

The 1.21 keys previously released also work on this release. We have updated the post titles to reflect that.

Please see this post on info on how to get VaM if you don't already have it. This post also includes links to the key posts.  If you already have VaM, just run VaM_Updater.exe and click the Update button to get it.

https://www.patreon.com/posts/downloading-and-32794384

Release Notes:

Features:

  • Added a new high-performance (threaded) and high-quality lip-sync system. Controls for it can be found in the Auto Behaviors tab in a new section.
  • VariableTrigger - Added option to allow it to be driven by any other float parameter which essentially adds triggering capability to all float parameters.
  • Added new atom UIButtonImage - acts like a combination of UIButton and ImagePanelTransparentEmissive atoms.
  • Added new atom UIImage which can be used to display an image using the UI system (works like other UI* atoms).
  • Added new atoms CensorPanel and CensorCube which can be used to make censoring effects that can be attached to other objects.
  • Added new option for UI* atoms to only show when the main UI is open.
  • Added several features to Atoms’ Move UI tab: text entry of absolute world positions and rotations, ability to set parent relative (local) positions and rotations, and self-relative adjustments.
  • Improvements to AudioSource control and UI: Added falloff curve selection. Now only show parameters that are relevant to the selected curve. Added 2D/3D text for more clarification on spatial blend parameter. Added Ignore Distance for Volume trigger option. New recent max volume visualization.
  • Added Copy/Paste/UndoPaste functions and buttons to each of the custom hair main panels (Physics, Look, and Lighting) for easy copy between items in a set.
  • Added auto naming system for triggers and trigger actions. This can be overridden by setting a name manually.
  • Added auto preview popup for triggers and trigger actions which shows a shorthand text representation of the action. For case of triggers with multiple actions it shows the first action found. This makes it so you don't have to open the panels to see what a trigger is doing at a glance.
  • Added Copy/Paste functions to triggers (individual and whole category (start/transition/stop)).
  • Added ability to select and move a range of triggers in animation system.
  • Added ability to sort triggers by start time in animation system.
  • Added ability to copy a set of selected triggers to new time section in animation system.
  • Added scale option to WindowCamera DisplayControl.
  • Added a user preference to enable depth texture generation on cameras. External programs like Reshade require this to be on for certain effects to work. Previously, this required a workaround like enabling and disabling of MacGruber.PostMagic depth-of-field effect to enable the depth texture generation on cameras. Note turning this option off requires restarting VaM (just like PostMagic). Having depth texture generation on can cost a small amount in performance which is why it is not on by default.

Tweaks:

  • When using the Select features (Select Align To From Scene, Select Link To From Scene, etc.), the current selected object is no longer deselected.
  • JawControl (Jaw Physics in UI) is no longer stored/restored in appearance presets as it controls physics attributes meant for posing and animation, not appearance. Instead, now use general presets if you wish to store JawControl settings.
  • Added in display of vamX version if it is loaded by the new vamX bootstrap system (needs newer version of vamX before this appears).
  • Changed MeshedVR.PresetsPack.2.var appearance presets to not use the merge-style setting as that impairs how these were supposed to work.
  • Active clothing/hair option now also show items that are active and hidden.
  • Added "Plugins Always Disabled" category to package manager to show plugin packages that are quietly being denied permission when the contained plugins are loaded.
  • Added "Plugins Always Enabled" category to package manager to show plugin packages that always have permission to load plugins without prompting.
  • Added "Disabled" category to package manager to only show disabled packages.
  • Added "Preload Morphs" category to package manager to show packages that have preload morphs preference set.
  • Added "Missing Dependencies" category to package manager to show packages that have missing dependencies.
  • Added user preference to "Always Enable Plugins" for var packages downloaded directly from in-game Hub systems. User will still be prompted, but at time of download rather than during scene load process when it is disruptive. In addition, the user can see what the user name of the Hub user who published the package is at time of approval since that information is returned by the Hub download.
  • Added new user preference to control if plugins can access networking functionality. Note some existing plugins will not work until this is enabled. It is disabled by default for security reasons since users may not be aware plugins can communicate with networks.
  • Added user preference to enable Leap Motion system. Note this preference is off by default to try to fix issue when VaM is firewalled which makes the plugin consume a lot of system resources. This option also allows those with Leap to disable it in a manner that is remembered on reload.
  • Added user preference to use legacy world scale change method that was used in 1.20 and prior versions.
  • Added a button in package manager to open the package with the Hub Downloader.
  • Added small grabbable part of scroll area for shortcuts and directory scrollviews to make it easier to grab and scroll using VR controllers.
  • Added FileManagerSecure.DirectoryLastWriteTime and FileManagerSecure.DirectoryCreationTime functions (for plugins).
  • Improved size and font on morph UI panels for better legibility.
  • Creator name popup for hair and clothing is now a filterable popup.
  • Scrollable popups now scroll to the position of the selected item when the popup is open.
  • When physics is reset, sim clothing now does a more complete reset.
  • Physics explosion recovery now removes all links since links being on during the recovery could result in even more spaghetti!
  • Error messages produced when Top Menu UI is open are now displayed after Top Menu UI is closed instead of being quietly hidden.
  • Optimized start/end triggers to not have to call updates unless needed (e.g. if they have an active timer). Will help performance when using a lot of triggers.

Bug Fixes:

  • Fixed issue with invisible UI panel blocking part of mouse interaction (click, mouse wheel, etc.) when performance monitor was active.
  • Fixed video load issue on ImagePanel atoms and other image panels when using files.
  • Fixed issue for Steam users not getting unlocked content after updating to 1.21.
  • Fixed non-functional alternate create button when vamX is enabled.
  • Fixed vamX button icon to be clickable.
  • Fixed issue with null reference in FileBrowser when GotoDirectory was called before any shortcuts were set (broke CUAManager plugin).
  • Fixed issue with last creator not appearing in creator filter list for shortcuts.
  • Fixed issue where Creator Filter list was not putting All at top in all cases.
  • Fixed AptSpeaker volume trigger not working.
  • Fixed issue with rhythm audio system not stopping when audio was paused or not playing.
  • Fixed issue with min version package references not working with Scan Hub For Missing Packages.
  • Fixed issue with package builder incorrectly handling references for some triggers (toggle:, hair:, and clothing: style).
  • Fixed issue with material color parameters ignoring locks and resetting in other situations like overlay preset loading.
  • Fixed issue with clothing and hair overlay presets not working correctly.
  • Fixed issue with AnimationPattern not moving controlled object properly after scene load.
  • Fixed issue with triggers that had actions being called when the animation master was seeking backwards.
  • Fixed TechnoPillar atom not saving correctly so it could not be reloaded due to wrong atom type.
  • Fixed issue with benchmarks no longer working.
  • Fixed Unity hang and crash issue with setting a JSONStorableFloat max value to 0 or negative value when the default value was higher than the max value and then the default button was pressed.
  • Fixed about:blank being considered an insecure url.

Comments

Anonymous

I had asked about the possibility of a new selection criterion in Package Manager to show plugins that were "always deny" so accidentally denied plug-ins could be easily found. You replied that you'd add that. Is it in this version?

Anonymous

The variabletrigger is something that the lack of made me so frustrated last week. Thank you SO MUCH for adding this, I'll check it out later. ❤️

meshedvr

Yep! It is in release notes above: Added "Plugins Always Disabled" category to package manager to show plugin packages that are quietly being denied permission when the contained plugins are loaded.

Anonymous

Meshed, do you intend on giving a public target date for 2.0 release? It's difficult to imagine how some of these features are prioritized over getting a 2.00 release out if you were close to being done with the release. What's so difficult about this new release that is making it take like 2 years? Not a programmer, but it seems like you've hit maximum burnout and the odds of a 2.0 release within the next year or two is very low. Perhaps you could reverse-integrate the features into a 1.x version and just run it out indefinitely if you aren't interested in scaling up your dev team. No trying to offend, just pointing at the elephant in the room.

meshedvr

I don't plan on giving out a target date for 2.X as I'm terrible with estimates. 1.X still has a long life even after the first 2.X release comes out which is why it was given some attention. The first 2.X release will be a beta and won't have near the same features that 1.X has, which is why there will be a significant overlap. I'm even more excited to work on 2.X after taking a break and spending some time on 1.X. It also gave me reminders of what 2.X needs to do better. Reverse integrate does not make sense here as 2.X was created because 1.X needs to be reset to make major changes like performance improvements and new rendering tech. It's ok if you don't like how long 2.X is taking. I don't like how long it is taking either, but 2.X is happening regardless.

Toshie27

Can you tell me how you can still play your own videos and what the path should look like then? I've tried everything but only error messages

Anonymous

2.0 is code perfection then. I hope you can keep up with Genesis 9, Raytracing, DLSS 3.0 etc. Good luck. I'll see myself out.

meshedvr

If you use the browser and browse to the local file it should just work. If it posts an error the error might explain why it isn't working.

meshedvr

Yeah Genesis 9 won't be an issue in 2.X. DLSS 3.0 (the alphas already have earlier versions of DLSS) is just a matter of Unity updating to support it. Raytracing could work now, but performance hit is quite terrible and still has issues in VR. Most of those are Unity issues which tend to resolve or improve with new releases of Unity. Look at it this way. 1.X has now been around nearly 6 years and probably has 2 years of life left. 2.X should have a similar lifetime and will overlap 1.X. 2.X is the opportunity to fix things that can't be fixed in 1.X because it would break backward compatibility.

Anonymous

Glad to hear RTX will be supported in 2.x. The 4090 does very well at raytracing, and the 5070 will likely be similar for more mass-market users in 2 years.

robert berlin

is copy paste undo and maybe mirroing x y z on a shape planned?

meshedvr

As mentioned above, this is probably the last 1.X release other than bug fixes. Those features will be in 2.X.

PixelPorts

As a 4090 owner, i hope 2.X has Frame Generation , it would boost performance pretty well.

meshedvr

From Nvidia's own press release back in September: "Game Developers Embrace DLSS 3, Over 35 Games, Applications Coming Soon The revolutionary power of DLSS 3 is a boon for game developers who want to express their artistic vision. The technology is coming to the world’s most popular game engines, such as Unity and Unreal Engine."

Randy Brooks

Woohoo! copy paste triggers! That will save soooo much time. Thanks!

SlamT

The changes you implemented are amazing! Thank you!

Michael Fread

Fatal error with vam update. Failed to download zf_cef.dll. Stops on the same point each time. UPDATE: the file was locked as in use even though process explorer found nothing using it. Resolved with a reboot.

Anonymous

If version 2.0 comes out, can you provide tools to facilitate the format conversion of characters and assets paid by authors and players. If any paid content of 1.0 is not supported at all, I think many people will not continue to play again.

Anonymous

Fantastic! The in built lip sync alone makes the final big VaM1 update more than valid =D Also the auto naming of trigger events + copy & pasting is so much a time saver now, not to speak about the other cool features / tweaks / fixes - especially while building bigger scenes incorporating advanced logic. Thank you Meshed! <3

meshedvr

I can't really make 2.X backwards compatible without putting huge restrictions on 2.X performance and usability. I want 2.X to be a clean break to allow major progression in areas of performance, rendering, and usability. Some things like clothing (and maybe hair) could be ported over by individuals willing to take the time to do so. 1.X can continue to be used for those still wanting to use their existing content.

Anonymous

This was much needed this big Update! Thx, I love VAM it´so complex and sexy :D keep going guys :) it only can get better & bigger.

Callan Scott

Wow, looks like a huge upgrade. Thanks! I must admit I didn't care for the UI layout changes on the last update since I was so used to the previous layout but I guess I'll give it another try.

cjkay70005

Where is the best place to review or report issues with the update?

rabbit1qaz

Could you please add one more in next small updates. There is button on person atom texture tab: Import from folder, its ok but problem is that it calculate var folders and so on and move in out folders take so much time(10sec each step ) couse we have so many vars. Please add just simple c# winform folder open just for normal windows folder choose only for normal not var folders, now we have unpacked textures in sorted folders but still with how it works, its so slow to change eg diffuse textures from one folder and normals from other. Just add simple normal folder chooser for unpacked texutes, that would remember last choosen path on each open. Preeety please :D

cjkay70005

Actually, that took me to the right answer: https://hub.virtamate.com/forums/vam-bug-reports.9/

BK

Lip sync seems to have issues. if i add adam real time lip sync plugin now, the mouth does not sync at all with audio in animations. mouth remains open,even if i adjust the jaw and lip movement in plugin.

Anonymous

Hello! how do i use old content ?

Anonymous

I've seen things you can apply to a latest-gen body that will "squish" the current genesis model to let you apply older looks to it. There may be some way to use a similar tool/technique for the new daz models. I imagine the two big issues wanted to bring forward are morphs and textures. Perhaps this could be an opportunity for another dev to work on that would not burden the main development, and enhance the transition in 5 years when 2.0's ready. ;) Search: Here's an example of a tool and a dev that might be able to support the work https://www.daz3d.com/character-converter-from-genesis-2-female-to-genesis-8-female-

Anonymous

thank you guys for this update. seriously, ive only been using vam since the steam launch, and in that short amount of time, i cant tell you how many times i wished for just about everything you implemented in this update to be there. when i read through it, i was like, "are they spying on me?" cause every one was like a direct answer to issues i been having with scene creation, and since the update the qol in there is great. (for me anyways) great work, cant wait to start creating with 2x...

meshedvr

I just tested and the old lip sync plugin still works. You will need to make sure the newly included lip sync system added to this release is not enabled at the same time. There is a toggle to turn it off (and it is off by default).

meshedvr

Worked out with user in PM. They had run updater in wrong location and not existing install area.

Anonymous

The new patch is great! I am getting more fps. I can see VAM can use 12 GBVRAM. Thanks!! ,

Anonymous

Yihaaaaa!!! On the 1.20 version, you had to install a modified version of chromium with mp4 codecs support. But it didn't work anymore on version 1.21. Let's hope it's fixed on this version :)

Anonymous

Thanks a lot for this update! You're the best!!!!!

Anonymous

I updated to this version 1.22 and found that leap Motion finger tracking is not working even though I tried to enable user preferences.

william kelemen

I just want to challenge the notion that all of us are excited for an entirely new VAM. I for one am not excited the direction you have decided to take the project and would prefer to simply have you do more updates like this to the existing program.

Bilbo

Mesh or anyone please, All versions of 1.22 I get the UI play edit shell either permanently showing (latest V) or intermittently (previous) flashing on after model climax! Talk about being interactive! 1.21 no issues. Always use VR Reverb G2 via Steam, any tips or is it a bug? Thanks. Edit. Found it, search light plugin causing the error.