Naturalis v1.0 alpha 6 release & updated demo scene
Added 2023-03-20 11:50:00 +0000 UTCA smaller update to polish the booty morphing, plus a few fixes.
BootyMagic morphing improvements
- Morphing no longer gets locked to a maximum morph value, and morphing looks smoother. In alpha 5, the maximum Y angle, X angle and depth compared to calibrated values were too low and caused morphs to hit a wall after a fairly small amount of movement.
- Much smoother looking morphing when soft physics is disabled compared to alpha 5. It turned out that with soft physics disabled, morphs would get applied about 2x more easily, so I compensated for that and the morphing looks almost identical now with soft physics on vs off. (This might apply to breast morphing to some degree as well, will take a look at that next.)
- More symmetric Depth Out vs Depth In morphing. Not necessarily a noticeable difference, but it should make the transition between depth in and depth out morphs smoother.
- Less angular upward morphing on a large booty
Calibrate On Next Pending action
Added a triggerable action "Calibrate On Next Pending" which automatically triggers calibration when a change is detected that would otherwise put calibration to pending.
This can be used to apply changes and automatically calibrate as soon as those changes are detected. In the demo scene, this is used to toggle soft physics and apply morph changes.
Simply add the action to the same list of triggers above the change that puts calibration to pending:


It should also work for any other triggerable changes like softness, mass etc. as long as the "Calibrate On Next Pending" action is triggered before the change itself is triggered.
Other changes and fixes
- Prevent saving calibration data in scene JSON if calibration is currently pending. If you want a scene load to skip the calibration cycle, make sure you've calibrated the plugins before saving the scene! (If TM calibration is pending and BM is not, BM data still gets saved, and vice versa.)
- Fixed issue where the calibration didn't wait until no more glute/breast size changes were detected before proceeding to calculate the new mass (this worked in TM v5.2).
- The "Calibration done" status now clears in 1.0s (down from 1.5s), and clears independently for each plugin.
- Simulation of gravity during calibration esp. when local distortion physics is enabled no longer hitches randomly (force is applied consistently every physics update).
V1 Alpha 6 demo scene
Just a slightly modified version of the previous demo scene with a sideways force toggle and a soft physics toggle.

Dependencies: same as in the previous demo scene, but with Naturalis v1.0 alpha 6.
Feel free to delete the previous demo scene.
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I'm aiming for the next update to be a beta release with all of the remaining stuff implemented. This should cover most of it:
- improve TittyMagic softness adjustment
- TittyMagic quickness offset with 0 as the default value
- BootyMagic softness adjustment and its effects on physics, morphing and colliders
- BootyMagic quickness offset adjustment and its effects on physics
- optimize physics when local distortion physics off
- optimize physics when soft physics off (and on a futa character in the case of TittyMagic)
I probably won't have any updates for several days since implementing the above is going to take some time! :)
-everlaster
Comments
Thanks :) I don't think a manual clearing of the pending flag would be a good thing because it would be far too easy to save outdated calibration data to the JSON. I'm planning on a system which would allow loading saved calibration data in a more general way rather than just on scene load, that system would indirectly also work around this issue. More on that later, next month probably.
everlaster
2023-03-20 15:12:45 +0000 UTCFantastic stuff, as always! With the addition of pending calibration causing the current calibration values to not save with the JSON, should there be a way to clear the pending calibration flag without redoing the calibration? Thinking about a probably rare scenario where a calibration-impacting morph or something was changed then changed back and the state of the person would not be able to be retained through the calibration process (maybe there are specific collisions that would be lost). Not super critical. Thanks!
daedalusTX
2023-03-20 15:02:07 +0000 UTCThanks! For random questions, the official VAM discord is probably the better place to ask :). If by "follow" you mean that the light stays locked in relative position and rotation to the person, you should (A) put the person in the same subscene and then parent or parent link the light to the person atom (or one of its control nodes) instead of the subscene itself, or (B) parent or parent link the entire subscene to the person atom (or one of its control nodes). If on the other hand you mean "make the light point to the person but not move with it", you can use my Lumination plugin for that.
everlaster
2023-03-20 12:03:17 +0000 UTCLove your content ! Will continue support! a random question. anyone know how to make a subscene light follow the character?
LolWhattfBBQ
2023-03-20 11:58:36 +0000 UTC