brasileirinho

Well-Known Member
Apr 28, 2021
1,021
1,299
Are mocaps worse than timeline plugin? I always notice the performance in those scenes are much worse and sometimes glitchy
 

brasileirinho

Well-Known Member
Apr 28, 2021
1,021
1,299
Please tell me which Gpu card is good, I use Asus Gtx 1070 but the temperature is up to 75-80c
More important than a GPU, is using proper settings.

Some creators make ludicrously heavy scenes/looks. They put the hair multiplier all the way to the top, something like 40. I think something between 12~20 looks alright. Sometimes they also add some plugins/mirrors/stuff that tank your framerate.

Download the 'givemefps' plugin, and then limit the hair multiplier and curve. Then you can fiddle with it to find the best compromise between performance and visual quality.

But to give an answer about GPU: I use a 6700XT and it looks good in VR. But I would recommend a 3060Ti instead. If you are not using VR, then anything above an RX570 will do, if you know how to tweak the settings.
 

brasileirinho

Well-Known Member
Apr 28, 2021
1,021
1,299
Mocaps are just the shittiest and useless thing i have seen in this software.
Not just this game but in everything else too. From what I heard it's all just worthless garbage data but the executives will freak out if there isn't someone in the pingpong ball suit.
What? I thought it was an easy way to make animations. It's much easier to attach some trackers and move around than animating every limb individually. I kind of use it when playing in VR. It detects the controllers (or my hands if using ALVR hand tracking) it's much easier to move the male's hands with this 'mocap'.

I just don't get it why those mocap scenes are so laggy and buggy.
 
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belmontzar

Member
Oct 5, 2017
139
46
What? I thought it was an easy way to make animations. It's much easier to attach some trackers and move around than animating every limb individually. I kind of use it when playing in VR. It detects the controllers (or my hands if using ALVR hand tracking) it's much easier to move the male's hands with this 'mocap'.

I just don't get it why those mocap scenes are so laggy and buggy.
Id guess its because the info saved and used for MOCAP probably takes alot of space and isn't as flexable or customized as animated poses. Mocap is acting after all.. a set pattern someone performed for the work. So it probably takes up alot more memory and isn't as manipulatable as the rest of the animation.
 

Boolsen

Newbie
Dec 1, 2020
73
70
I just don't get it why those mocap scenes are so laggy and buggy.
I don't know how mocaps are created and imported into VAM. But I guess the laggy part is because of much more data needed to store the animations and creators don't care to adjust basic physics and hair settings to make it performant. You don't need high quality physics enabled to create realistic animations. The buggy part is, because the creators don't really understand the physics system in this software and don't care to use plugins to combat the problems the jankyness of the physics system brings with it.

I am the creator of . I created all animations by hand in VR and can tell you smooth and working animation interactions are a work of endless tweaking, carefully adjusting angles, enabling/disabling different plugins at the right time, working around the countless glitches VAM and some of those plugins have, adding loading delays etc. It's hours upon hours of experimenting. Most creators probably just don't care enough.

There are very few creators who go the extra mile like ispinox or PetaZwega, they are the GOATS when it comes to quality scenes.
 
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AmélieLard

New Member
May 14, 2020
8
8
You can export from Vam but you'll get a naked model without hair. Maybe there's a new way that I don't know of, it's been a while since my last print
 
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