This is not a finished project, it's just the result of some tests I did. I'm publishing it here to give a starting point to anyone interested in developing a VAM like sandbox. Being able to work with some good looking model is definitely more fun. I also believe that, for any VAM clone, having access to the vast library of VAM looks would be a big selling point.
It only works with female looks. Not all looks work and you need to unzip them in a folder and edit the "world.gd" file (and some other if you want to test in editor) to point there. It's not uncommon for a look to reference another one, this is only partially implemented and obviously you'll need to unzip that too.
Genitals are still WIP. VAM uses a different mesh for them and this is complicating import quite a lot.
WARNING: Meshes are procedurally generated, to see them in the editor you need to enable the "Engine.is_editor_hint()" code in the _ready function of the relative script. There is code in place to prevent Godot from saving mesh and materials to disk but it doesn't always work and the editor could freeze while trying to save a couple of GB. I usually pkill the process, if you don't manage to do that in time, you'll have to delete or edit the .tscn file because Godot will take forever to load the next time you open the project.
I'm only interested in VAM because of VR so this is a VR project but it runs on flat too: WASD and arrow keys to move, mouse for camera. Q/E+mouse to move VR hands. E+1: next material in list, E+2 next look in list, this combination is to simulate button A and B of a Quest controller.
If you are interested in porting the code to any other engine, I'll be more than happy to answer any documentation question, just ask here.
"It works on my machine"
It only works with female looks. Not all looks work and you need to unzip them in a folder and edit the "world.gd" file (and some other if you want to test in editor) to point there. It's not uncommon for a look to reference another one, this is only partially implemented and obviously you'll need to unzip that too.
Genitals are still WIP. VAM uses a different mesh for them and this is complicating import quite a lot.
WARNING: Meshes are procedurally generated, to see them in the editor you need to enable the "Engine.is_editor_hint()" code in the _ready function of the relative script. There is code in place to prevent Godot from saving mesh and materials to disk but it doesn't always work and the editor could freeze while trying to save a couple of GB. I usually pkill the process, if you don't manage to do that in time, you'll have to delete or edit the .tscn file because Godot will take forever to load the next time you open the project.
I'm only interested in VAM because of VR so this is a VR project but it runs on flat too: WASD and arrow keys to move, mouse for camera. Q/E+mouse to move VR hands. E+1: next material in list, E+2 next look in list, this combination is to simulate button A and B of a Quest controller.
If you are interested in porting the code to any other engine, I'll be more than happy to answer any documentation question, just ask here.
"It works on my machine"
You must be registered to see the links
Last edited: