- May 15, 2022
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You don't understand. I meant VAM default skin textures. These: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.
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 @am enjoy the video dude lmao
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.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 @You must be registered to see the linkslove that video
I see. AFAIK those are part of the data packs inYou don't understand. I meant VAM default skin textures.
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.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.A similar question has been asked just a couple of days agon on the VAM hub, and someone had a really good suggestion, quote: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.
hell yeah are u going to make a game too. why u want these skinI mean every skin texture not just default one. I need all skin texture that vam has.
and can we record with timeline bro? if use that cls plugin?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 completeYou must be registered to see the links.Set a target for her to follow, which could be a light, an object, or an empty atom. Animate the motion of the target inYou must be registered to see the links.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?![]()
I see. AFAIK those are part of the data packs inVaM_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 theStreamingAssets
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 likeYou must be registered to see the links("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?I see. AFAIK those are part of the data packs inVaM_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 theStreamingAssets
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 likeYou must be registered to see the links("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).
The skin texture you can find in theCustom\Atom\Person\Textures\FemaleBase
subfolder is this one:
View attachment 2017099
Didn't I say I've never done this? So how should I know?Also from StreamingAssets which file has textures?
I'm literally extracting all files LOL. Thanks tho.Didn't I say I've never done this? So how should I know?
But here are some uneducated guesses:
I guess I'm on the right track, don't you agree?
- 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"
ok thx i will try broAgain, I've never done this, but I'm pretty sure that's exactly what the "Record" option is there for in the plugin:
View attachment 2017055 View attachment 2017056
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!ok thx i will try bro
wow tonight wanna try it to. !!! thx bro lmaoOk -- 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.
bro i got this issue model cant move.the icon of personcontol diferent. pose like got lock. but i chek it doest.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!
That's... weird. Usually it's the "Allow Possess/Grab" checkbox:how to change control person icon like picture2. so i can move model.