VRMoveTime 3.0 Release - 4/26/25


VRMT 3.0 has released, and wow includes a Virtual Controller which shows your avatar pushing the same buttons on your own controller or any other input device using customizable input bindings, controller colors, and adjustable particle!

4/26/2025 Version 3.0 Additions:

  • Virtual Controller that shows your avatar pushing the same buttons as on your own controller with customizable colors and adjustable particle effects
    • Added expandable options under each VCon main option to adjust the avatar controller arm angle, hand angle, controller size, and button particle intensity.
    • Added an expandable option to adjust all the colors of the virtual controllers
    • Added an dropdown to select how mouse movement controls the analog sticks, and an expander to control the sensitivity and horizontal/vertical multipliers for the stick movement
    • Added another dropdown to control how the avatar is controlled using the gamepad while the VRMoveTime window has focus and the Avatar Virtual Controller is active
    • Added a Virtual Controller binding section to remap all the VCon buttons to different gamepad buttons, or to any other device, including mouse/keyboard buttons,  with toggle-able input columns.
    • Arm and hand tracking will still work even while the VC is being used,  and the controller with temporarily fade out if the avatar has both hands up. 
    • A slider to adjust the threshold for hand tracking activation while the Avatar VC is active has been added as an expandable option under Animation Arm Angle  in the Avatar (1st) tab.
  • Added a Screen Controller with the same features as the Avatar Controller, but is shown on top of everything with an adjustable screen position, size, and transparency, and particle intensity.
  • Ability to open multiple instances of the program at the same time,  with separate Spout2 capture sources
  • Separate Strafe Controls and Tank Control options under the input (keyboard/mouse) tab which allows your avatar to move relative to the camera direction or relative to their own forward facing direction. Tank controls may make it easier to control the avatar in separate applications through the VMC Sender.
  • When using position presets, the avatar will now move automatically using animations rather than just sliding into position.
  • Added sliders to adjust the transparency of the stage and the Spout2 scene capture as a whole (the Screen Controller transparency is adjusted with its own slider).
  • Added X and Y axis speed adjustment sliders to camera rotation both both the gamepad and keyboard/mouse tabs.
  • Added analog stick deadzone and max input sliders to the gamepad tab
  • Added reset column buttons for each input column under all the binding options
  • Added a slider to adjust the delay before ToolTips are shown when the mouse is hovering over an option, and added several more ToolTips

Fixes:

  • The program should now start significantly faster if several model presetshave been loaded, as avatar icons and information are now cached ratherthan loaded from each avatar on startup.
  • Fixed a bug where Sticker hover/movement smoothing would deactivate when dragging and re-placing a sticker
  • Fixed a number of default settings buttons not resetting settings in their category
  • Frame rate cap slider FPS minimum lowered to 30 from 60 in case you're running a 30 FPS stream
  • Fixed a number of issues with VSFAvatar expressions not toggling correctly when receiving from either VSeeFace or VNyan
  • Overhauled the global/raw input system to better work with the Virtual Controller, enable the mouse to control the VCon analog sticks, and eliminate potential input lag
  • Mouse buttons are now able to trigger hotkeys
  • All connected controllers are now detected on startup
  • Fixed a number of issues with the XBox system button when using it in a hotkey binding
  • Fixed an issue where global input toggle states for mouse/keyboard and gamepad were not being saved separately
  • Change Strafe Controls so the avatar will face the camera only while they are moving rather than just facing the camera all the time.  You can have the avatar face the camera without moving again just by toggling Strafe Controls on and off
  • Changed the default resolution to  be 1280x720 rather than 1280x800 to better fit standard HD aspect ratio
  • Fixed an issue where color picker controls would not save their colors properly on restart
  • Fixed a few Japanese and Spanish translation issues under position presents

Files

VRMoveTime3.0.zip 179 MB
3 days ago

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