Zlaito

Well-Known Member
Jun 23, 2020
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I don't know why you would "need" them, but then you have to extract several *.var files to get them. Many looks come with individual skin textures, and you'll find those inside the *.var files.
You don't understand. I meant VAM default skin textures. These:

1661969575819.png

I need to mix it with custom face texture!
 

Bob_Oblong

Member
Nov 28, 2020
190
1,467
am enjoy the video dude lmao
ON TOPIC !!! C&G Released an update of Vampirsa not sure what it was about. Something about fogfix. Will be sure to post the update asap. And still ontopic of C&G Admiration @ love that video
 

Blessuall

Active Member
May 15, 2022
899
390
ON TOPIC !!! C&G Released an update of Vampirsa not sure what it was about. Something about fogfix. Will be sure to post the update asap. And still ontopic of C&G Admiration @ love that video
did u know how to make animation walking proper with timeline? i saw mocap can make studio photo scene. and the model walking and pose really smooth.
 

theMickey_

Engaged Member
Mar 19, 2020
2,287
3,011
You don't understand. I meant VAM default skin textures.
I see. AFAIK those are part of the data packs in VaM_Data, and if I remember correctly MeshedVR once said he is not allowed to share them, because he bought licenses to include them in his software, but the licenses forbid sharing the "raw" texture files.

There might be tools out there with which you can extract those files (especially from those files in the StreamingAssets subfolder, where I would assume those skin textures), but I've never done that, and that's why I can't help you with that.

On the other hand: as the figures in Virt-a-Mate are based on DAZ' Genesis 2 female figure, I bet you can find those skins as well in various DAZ assets like ("Female 2" is called "Victoria 6" in your screenshot). You can also try to search this forum for those DAZ assets (here is the "Victoria 6 Pro" bundle).
 

theMickey_

Engaged Member
Mar 19, 2020
2,287
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did u know how to make animation walking proper with timeline? i saw mocap can make studio photo scene. and the model walking and pose really smooth.
A similar question has been asked just a couple of days agon on the VAM hub, and someone had a really good suggestion, quote:

"The easiest way for now if you don't have access to some VR trackers is the complete .
Set a target for her to follow, which could be a light, an object, or an empty atom. Animate the motion of the target in .
From there, tweak the parameters in the Complete Locomotion System to your liking. It will look really unnatural at first, but with some experimentation, you can come up with some pretty good results!"

Maybe give it a try and share a video of your results? ;)
 

Blessuall

Active Member
May 15, 2022
899
390
I mean every skin texture not just default one. I need all skin texture that vam has.
hell yeah are u going to make a game too. why u want these skin
A similar question has been asked just a couple of days agon on the VAM hub, and someone had a really good suggestion, quote:

"The easiest way for now if you don't have access to some VR trackers is the complete .
Set a target for her to follow, which could be a light, an object, or an empty atom. Animate the motion of the target in .
From there, tweak the parameters in the Complete Locomotion System to your liking. It will look really unnatural at first, but with some experimentation, you can come up with some pretty good results!"

Maybe give it a try and share a video of your results? ;)
and can we record with timeline bro? if use that cls plugin?
 

Zlaito

Well-Known Member
Jun 23, 2020
1,427
435
I see. AFAIK those are part of the data packs in VaM_Data, and if I remember correctly MeshedVR once said he is not allowed to share them, because he bought licenses to include them in his software, but the licenses forbid sharing the "raw" texture files.

There might be tools out there with which you can extract those files (especially from those files in the StreamingAssets subfolder, where I would assume those skin textures), but I've never done that, and that's why I can't help you with that.

On the other hand: as the figures in Virt-a-Mate are based on DAZ' Genesis 2 female figure, I bet you can find those skins as well in various DAZ assets like ("Female 2" is called "Victoria 6" in your screenshot). You can also try to search this forum for those DAZ assets (here is the "Victoria 6 Pro" bundle).

It seems FemaleBase texture is different from base female texture.

1661972426041.jpeg

Any idea how to get Base female skin? FemaleBase skin located at texture doesn't match with left skin
 

Zlaito

Well-Known Member
Jun 23, 2020
1,427
435
I see. AFAIK those are part of the data packs in VaM_Data, and if I remember correctly MeshedVR once said he is not allowed to share them, because he bought licenses to include them in his software, but the licenses forbid sharing the "raw" texture files.

There might be tools out there with which you can extract those files (especially from those files in the StreamingAssets subfolder, where I would assume those skin textures), but I've never done that, and that's why I can't help you with that.

On the other hand: as the figures in Virt-a-Mate are based on DAZ' Genesis 2 female figure, I bet you can find those skins as well in various DAZ assets like ("Female 2" is called "Victoria 6" in your screenshot). You can also try to search this forum for those DAZ assets (here is the "Victoria 6 Pro" bundle).
Also from StreamingAssets which file has textures?
 

theMickey_

Engaged Member
Mar 19, 2020
2,287
3,011
Also from StreamingAssets which file has textures?
Didn't I say I've never done this? So how should I know?

But here are some uneducated guesses:
  • there are skin sets for "Female 1" to "Female 17" -- and there are files called "f_1" / "f_1.mat" to "f_17" / "f_17.mat"
  • there are eleven skin sets with a name (incl. "Female Dummy") -- and there are also 11 more "f_?" / "f_?.mat" files
  • "Female 3" skin set is called "Olympia" -- you can find the word "Olympia" in the file "f_3.mat"
  • "Female 8" skin set is called "Nyssa" -- you can find the word "Nyssa" in the file "f_8.mat"
  • the file extension ".mat" could be an abbreviation for "material"
I guess I'm on the right track, don't you agree?
 

Zlaito

Well-Known Member
Jun 23, 2020
1,427
435
Didn't I say I've never done this? So how should I know?

But here are some uneducated guesses:
  • there are skin sets for "Female 1" to "Female 17" -- and there are files called "f_1" / "f_1.mat" to "f_17" / "f_17.mat"
  • there are eleven skin sets with a name (incl. "Female Dummy") -- and there are also 11 more "f_?" / "f_?.mat" files
  • "Female 3" skin set is called "Olympia" -- you can find the word "Olympia" in the file "f_3.mat"
  • "Female 8" skin set is called "Nyssa" -- you can find the word "Nyssa" in the file "f_8.mat"
  • the file extension ".mat" could be an abbreviation for "material"
I guess I'm on the right track, don't you agree?
I'm literally extracting all files LOL. Thanks tho.
 

theMickey_

Engaged Member
Mar 19, 2020
2,287
3,011
ok thx i will try bro
I did a quick test of the "Record" function yesterday, and it worked great: I selected a few "targets" that should be recorded (like the head, both hands and feet), hit record, and then just "wiggled" the character's head, each of their hands and so on -- and it has been recorded, so I was able to play it back afterwards!

The only thing I haven't figured out yet is how to tell the timeline plugin to only create a keyframe every 0.5 or 1 second (which might be enough for a smooth animation), because without that the recorded timeline had A LOT of keyframes :ROFLMAO: -- but then again I've never actively worked with the timeline plugin before, and I bet there are some great tutorials on how to do this the right way on Youtube or on the VAM hub.

I might try the combination with the locomotion system later today, because I'm curious how that will work as well. I'll let you know if I have some new details...
 

theMickey_

Engaged Member
Mar 19, 2020
2,287
3,011
Ok -- I couldn't wait, because I was way too curious on how that "locomotion" and "timeline" combination works to create your own walking simulation, so I setup a little test scene, and I'm really impressed how well that worked on my first try!

First I setup a basic scene with just a WoodPanel (to walk on), a base female character (collision enabled!) placed in the dead center, a cube, and an animation pattern (using the built-in animation system) consisting of four animation steps creating a circle animation, controlling a little cube (collision turned off) to go round and round:

1662019509461.png

I then added the "CLS.cslist" (the main plugin file for the locomotion system) to the character, and in the "Custom UI" of this plugin I set "Pos Target Atom" to "Cube" -- and the character immediately started to walk towards the cube:

1662019655913.png 1662019685118.png

Then I started the cube's animation, and the character was following the cube around the circle -- controlled by the locomotion plugin.

Now I added the timeline plugin to the female character as well, added various "Targets" to the plugin (head, neck, lHand, rHand, lFoot, rFoot, hip) and changed the length of my animation to 40 seconds (that's about how long the character needed to do a full circle in this scene):

1662020553640.png

Then I went to "More" --> "Record animation...", selected all the targets in the "Controls" overview, and hit "Start recording in 5...", and the timeline plugin recorded the walking animation produced by the locomotion system following the cube for 40 seconds:

1662020661799.png

After recording has finished, you can then click on "Go to reduce screen..." and reduce the number of keyframes:

1662020850876.png 1662020917634.png

Done! I finally disabled the "CLS" plugin for the female character (so she didn't follow the cube anymore controlled by the "locomotion" plugin), and instead played the recorded animation from within the timeline plugin -- and the character was starting to walk around the circle without the cube even moving!

1662021684356.png

To be fair: the recorded animation looked a bit weird, but I did not change any of the default parameters for "locomotion" and/or "timeline", so I guess with a little bit of tweaking you can get some really nice and decent animations! Also I might need to add some more "targets" to the recording, or remove some, still needs to be tested. But anyways, that's how you can create your own walking animation without using a full body capture using lots of trackers.
 

Blessuall

Active Member
May 15, 2022
899
390
Ok -- I couldn't wait, because I was way too curious on how that "locomotion" and "timeline" combination works to create your own walking simulation, so I setup a little test scene, and I'm really impressed how well that worked on my first try!

First I setup a basic scene with just a WoodPanel (to walk on), a base female character (collision enabled!) placed in the dead center, a cube, and an animation pattern (using the built-in animation system) consisting of four animation steps creating a circle animation, controlling a little cube (collision turned off) to go round and round:

View attachment 2018181

I then added the "CLS.cslist" (the main plugin file for the locomotion system) to the character, and in the "Custom UI" of this plugin I set "Pos Target Atom" to "Cube" -- and the character immediately started to walk towards the cube:

View attachment 2018187 View attachment 2018188

Then I started the cube's animation, and the character was following the cube around the circle -- controlled by the locomotion plugin.

Now I added the timeline plugin to the female character as well, added various "Targets" to the plugin (head, neck, lHand, rHand, lFoot, rFoot, hip) and changed the length of my animation to 40 seconds (that's about how long the character needed to do a full circle in this scene):

View attachment 2018215

Then I went to "More" --> "Record animation...", selected all the targets in the "Controls" overview, and hit "Start recording in 5...", and the timeline plugin recorded the walking animation produced by the locomotion system following the cube for 40 seconds:

View attachment 2018216

After recording has finished, you can then click on "Go to reduce screen..." and reduce the number of keyframes:

View attachment 2018222 View attachment 2018225

Done! I finally disabled the "CLS" plugin for the female character (so she didn't follow the cube anymore controlled by the "locomotion" plugin), and instead played the recorded animation from within the timeline plugin -- and the character was starting to walk around the circle without the cube even moving!

View attachment 2018242

To be fair: the recorded animation looked a bit weird, but I did not change any of the default parameters for "locomotion" and/or "timeline", so I guess with a little bit of tweaking you can get some really nice and decent animations! Also I might need to add some more "targets" to the recording, or remove some, still needs to be tested. But anyways, that's how you can create your own walking animation without using a full body capture using lots of trackers.
wow tonight wanna try it to. !!! thx bro lmao
 

Blessuall

Active Member
May 15, 2022
899
390
Ok -- I couldn't wait, because I was way too curious on how that "locomotion" and "timeline" combination works to create your own walking simulation, so I setup a little test scene, and I'm really impressed how well that worked on my first try!
bro i got this issue model cant move.the icon of personcontol diferent. pose like got lock. but i chek it doest.
how to fix this.
how to change control person icon like picture2. so i can move model.
 

theMickey_

Engaged Member
Mar 19, 2020
2,287
3,011
how to change control person icon like picture2. so i can move model.
That's... weird. Usually it's the "Allow Possess/Grab" checkbox:

1662042623598.png

But I don't know how you would do that on a "Person" atom...?!
Is this a scene available from the Hub or something? If you could send me a link to that scene, I'd like to check for myself...
 
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