[plugin] Nipple Puller-v5
This plugin is based on Stopper Cloth Skin and is an improved version with additional features.
For Cloth Skin itself, it is the same as the original. It uses the original shader and skin .clothskingeo files as they are.
The main difference is that this version adds a nipple-pulling feature. Since it only pulls vertices in a way similar to sim clothing, the resulting shape is not always perfectly clean or beautiful. Even so, by using distance-based control and angle-based morphs, the result is fairly decent.
Here’s how to use it.
Add the CS to a Person atom, then enable Puller Enabled. After that, simply move the nipple controller.
Pressing Auto Setup will reset the setup.
For the other detailed options, you can adjust things like the morph Min/Max values, distance settings, and so on.
Force and torque have been limited to a reasonable range to prevent instability or collapse.
The Collider Filter works as an ignore list. Anything added to the list can be excluded from collider collisions, so it will collide only with the skin.
Soft Body Physics must be enabled.
As for the original Cloth Skin features this plugin is based on, the only change is an improvement to the issue where the skin could become offset by the character colliders after saving and reloading a scene.
Assets used are listed below.
The code related to splitting features into group tabs was referenced from moyashi post-processing plugin.
https://hub.virtamate.com/threads/post-processing.42942/
[Experimental] Cloth Skin
https://hub.virtamate.com/resources/experimental-cloth-skin.35638/
The morphs were created by combining VaM’s built-in morphs with morphs edited in Blender.
-v2
When Cloth Skin sim strength was below 1.0, the skin could be grabbed by the Cloth Grab Sphere or VR Hand Cloth Grab Sphere, causing it to collapse. This has been fixed by excluding Skin Cloth from the grab range.
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v3
In version 2, skin grabbing was blocked by forcibly clearing it every frame.
However, this method caused CPU bottlenecks in actual scenes.
In this version, after analyzing the assembly, the system has been improved with a method that has almost no performance impact.
The issue where the guides were not displayed has also been fixed.
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v4
Changed the way morph activation is calculated based on angle and distance.
This reduces the sudden increase in morph values that occurred at certain distances and angles.
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v5
This version includes many improvements.
There have been many improvements in this version.
The vertex deformation system has been changed from the old snapshot-based method to a vertex profile-based method, allowing for more accurate and consistent movement. The angle-based calculation has also been reworked to better support the updated and newly added morphs.
The original Stopper compute shader has been replaced with a new custom compute shader designed for this plugin. This allows faster GPU-side processing and provides better performance. Additional calculations that were safe to move to the GPU have also been included.
The force and torque features have been greatly improved as well. Since the old vertex snapshot method has been replaced, the system now supports stronger and more dynamic movement. Overall, the motion feels much better and more responsive.
Using this together with an older version may cause duplicate morph issues. If you have a previous version installed, please remove it before using this version.