NokiMo
everlaster
everlaster

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Naturalis v1.1 alpha 1 release

This release focuses on an improved breast gravity and glute gravity implementation, and simplifies how the plugin is loaded.

The gravity implementation is a requirement for getting the clothing adjustments to work automatically in every pose. The next alpha will have the clothing related stuff that most of you are waiting for - I want to release it in a state that works properly, includes at least some basic profiles for common clothing types, and supports saving and loading profiles from the get go.

Breast & Glute Weight

In the Breast Weight window you have the usual Breast Joint Mass parameter, and new Breast Gravity controls.

This is quite a fundamental change to how gravity physics adjustments work. Previously, gravity was faked by adjusting the angle target parameters dynamically with the joint angle. With the new gravity controls, you can define the actual force of gravity individually for different angles of the breast joint.

Some of the benefits of this new system:

Background multipliers: TittyMagic

I implemented background multipliers that scale with breast mass and softness, that's why you the effective y axis gravity in the above screenshot is -19.34 even though the sliders are all at 1.00. Especially mid-size soft breasts drop more heavily than before, I think it looks more realistic. Gotta get that titty drop effect when the top comes off!

The background multipliers for forward-back gravity improve the shape and physics for mid size breasts when leaning forward or back, and the difference is now easier to notice when adjusting softness. Comparison of default lean-forward shape in v1.0 vs v1.1-alpha1 at max softness:

This is purely a result of the extra gravity, the morphing is the same as before - so there's no change in forward-back morphing when the joint angle is vertical (e.g. when standing up).

Background multipliers: BootyMagic

In BootyMagic, the background multipliers are a constant 0.50, i.e. gravity is half of world gravity in all directions for all glute sizes and softness values. This works pretty well, but there's probably some testing and optimizing to be done.

Angle target auto-adjustments

Additionally, angle targets are now adjusted based on deviation from the calibrated position. In effect, moving the angle target moves the calibrated angle itself, so the changing the angle doesn't actually itself cause morphing. But it slightly eases the joint's movement. The amount of adjustment is currently not configurable, I'm still playing around with it and trying to find the right balance. Currently, for breasts the adjustment is very subtle, while for the glute joint the angle targets change much more. This is mostly because TittyMagic relies much more on morphs than BootyMagic for changing the shape.

Other

Single entrypoint Naturalis.cs file

When you open the file browser to add the plugin, all you see is this Naturalis.cs file:

This replaces the separate Naturalis.cslist, TittyMagic.cslist, BootyMagic.cslist and AutoUpgrade.cs files. From now on, both TittyMagic and BootyMagic are always loaded - this simplifies things on the technical side. If for some reason you want to use only one of the two, just disable the other one.

The Naturalis.cs file automatically does one of the following:

(A) Adds the plugin.

(B) If an earlier version of Naturalis is present, it's auto-updated. For the most part, updating in some old scene saved with a Naturalis v1.0-alpha version should work too.

(C) If the same version of Naturalis is present, it's replaced with plugin parameters intact. This is really the same as (B) - but good to know you can use the Naturalis.cs file to reload the plugin without losing your changes!

(D) If a newer version of Naturalis is present and the newer version is just a newer patch version (only the last digit Z is different in vX.Y.Z), it's replaced with plugin parameters intact. If the newer version is a newer minor or major version (Z or X digit different), then the plugin is replaced with defaults. Of course, there aren't any newer version yet, but this is how it'll work if e.g. v1.1-alpha2 is in the scene and you load Naturalis.cs from this v1.1-alpha1 package.

(E) If TittyMagic 5.x is present, it's auto-upgraded just like with the AutoUpgrade.cs script in Naturalis v1.0.1.

(F) If TittyMagic is present but the version is not 5.x, the script doesn't proceed further. In this case, remove TittyMagic manually, then reload Naturalis.cs.

Finally - as you probably know, if you load a scene that was saved with a previous version of a resource, and the previous version's var package is no longer present, VAM loads it from the latest one it can find. This should work without issues - the package includes hidden .cslist files that load the Naturalis.cs entrypoint, which then automatically loads the plugin with the old .cslist's parameters.

Naturalis.dll

I'm compiling the plugin myself instead of having VAM compile it on demand - the package no longer contains the source files, instead it just has the Naturalis.cs file, the precompiled Naturalis.dll file (hidden), and some additional .cs files required for autoloading the DLL (also hidden).

I've tested it pretty thoroughly and it should work without any issues. But let me know if there's any problem!

Also, free versions of Naturalis will have the CC BY-ND license instead of CC BY-SA, this is better when distributing as a DLL. This just means Naturalis cannot be built upon by other creators - for users it doesn't change anything.

_____

Regarding the poll - thanks for the votes and the active discussion! The results would indicate that there's generally more support than opposition to the idea of plugin activation and spending development time trying to improve security. However, I think the results might be skewed a bit on the positive side - some of the neutral votes might have been negative if the poll was completely anonymous, and if I hadn't asked for reasons when answering negatively.

I'll keep the poll open, but for now, I'll put the topic of plugin activation and anti-piracy to the side and focus on the good stuff.

-everlaster

Comments

Having local distortion physics enabled by default caused an error during initialization

everlaster

Working ty, what was the problem?

phalicobject

v1.1-alpha1b released, should work correctly now :)

everlaster


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