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FlashBangZ
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Character Swap & UMA systems finally done! | August 2023

Hi everyone! Has been a while.

As we pointed out in our previous post, we’ve been working tirelessly on a universal character system to support additional character models, and in doing so we had to temporarily remove Estelle from the game; putting new release builds temporarily on pause.

Since you’ve all been waiting for the next version of Lustbound in anticipation, we feel it’s important to show you guys why it’s been taking so long.

Due to the complex nature of 3D character models, and the fact that every model has so many unique aspects that make them all fundamentally different from one another, making a system like this can be quite challenging. Because of this, we had to rewrite many of our dynamic sex scripts from the ground up.

Our system needs to accommodate this wide range of variation by taking into account completely different bone hierarchies, unique bone names, changes in bone orientation, and different blend shapes; and it has to do all of this automagically while the game is already running!

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Before getting to the major changes we had to make, we want to share a bit of the magic going on under the hood when a character swap is initiated during gameplay in our new revised system. Here is a simplified step by step breakdown. (Lots of technical info below)

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The first major change we had to make was to our animation system. Since our entire system is based on inverse kinematics rather than relying on a more traditional animator based system, special attention was required.

(in case you don’t already know, our IK based sex system (IKy Sticky) which moves via motors, is what gives Lustbound complete control over the depth, length and speed of strokes during sex animations, perfectly synchronizing every character movement to your bluetooth sex toys, allowing Estelle to follow along with porn videos via funscripts, serving dynamic movement based sound effects, and allowing characters to follow custom patterns or beat based gameplay)

Until now, hand posing was the only part of the system that wasn’t based on IK, and hand poses used Estelle’s unique bone names and hierarchy specific to her character model. Unsurprisingly, when we introduced a new character with different bones, hand posing was completely broken and had to be reconsidered.

The solution? More IK! Rather than posing her bones in a more traditional sense, we now simply pose finger targets and the fingers naturally bend to follow their position and rotation.

The biggest change we’ve had to make thus far, and which we’re still working on right now, is the bone offset system. Since the orientation of each bone varies so much between different characters, we’ve had to come up with a new way to initialize each one in a way that each character follows IK poses the same.

Basically we now  initialize every character in an identical neutral t-pose, zeroing out offset objects within each important bone.The original target is moved to the same global position, while the offset is placed within it. Then we can animate using the original IK targets, while the offset object becomes the actual solver targets, keeping all the bones oriented properly.

Unfortunately there is one shortcoming of the new offsets, being that we will have to remake the animations. The good news however, is that we already anticipated this would be an issue, and that is the primary reason we haven’t been adding new animations up until now.

Luckily remaking the existing animations should be quick as we can reference the old and new animation motors side by side. After that we can finally start adding new animations on a regular basis!

We know this has taken a long time, and we’re so grateful that people have kept their faith in our vision.

 We don’t quit, we always make it work, it just requires time and patience to do right. We can’t wait to share the next version as soon as possible!

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If you skipped a majority of the text above and landed here. Don’t worry we can understand! (It's quite technical after all!)

We wanted to show you all just how much work we’ve been putting into this, and why it’s taking so long. In short though, we’re nearly done with the transition, so you can hopefully expect a new version soon-ish.

Character Swap & UMA systems finally done! | August 2023

Comments

Thankfully not so much, if at all. Were below a lot of the given threadholds. Convid created more trouble in the last two weeks, then unity 😂

FlashBangZ

How is the Unity shitshow affecting us?

Antoine G

I assume additional JOI functionality(e.g. edging) will be implemented after the Joi System is in a good place? Or do you consider this part of the base Joi System and how deep do you plan this system to be?

jeez331

We always planned for multiple characters to "engage" one another if you mean that. We want to perfect the single character Joi System with a lot of gameplay and animations though, before adding that 😅

FlashBangZ

So, since everything is dynamic now, does that mean multiple characters are a "nice to have"? (well after the single character is perfected, of course)

Jonathan Sifuentes

Very excited about this upcoming version. Thanks for the detailed update, that was very informative and useful. Good luck & keep it up!

LLohct

Always glad to see a new blog! Keep up the great work.

Frousteleous

Looks pretty good, nice job

Surdjak


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