XaiJu
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FurryVNE Build 2024-02-21

Hi all!

New build for you.

>>> CLICK HERE TO READ THE RELEASE NOTES <<< 

>>> CLICK HERE TO DOWNLOAD <<< (for patrons)

IMPORTANT - PLEASE READ!!

Due to an error with previous exports, you are required to re-export your characters for interactions. Please follow the following guide how to replace previous characters in interactions:

How to replace previous characters 

In case you need to re-download the previous build (in order to open a previous interaction to find out the character hashes), you can find it here.

Also, here's a link to the interactions sample package with updated characters:

Link to updated interactions 

Download instructions

The app comes in a self-extracting archive. You can either run the exe to let it extract itself, or extract it with 7-zip if that makes you feel better.

Windows doesn't seem to like unknown EXEs, so it may block you from running the self-extractor. To unblock it, simply follow these instructions:

All the best.

- FurryVNE Team

Comments

Understood and appreciated. <3

MudWolf11

Currently, we are rooting out serious issues with interactions, as well as trying to improve performance and workflow. But rest assured, cloud for interactions is our top priority after this.

FurryVNE Team

A lot of tweaking still remains there, we've mostly been focusing on fixing completely app breaking bugs. Hope to get into improving orifice dynamics soon. If you share any recording of what you're experiencing to be wrong, such things always help. All the best. - odes

FurryVNE Team

Is there a setting to make the stretching of an orifice less extreme during penetration? While it's impressive to see how far it can go, I'd rather it look less like making love to a rubber sock. lol

MudWolf11

Just want to point out, there's a pretty strong argument in favor of prioritizing deployments of the interactions cloud: it would give you a lot more user-made interactions that you could inspect for bugs. After all, users are almost certainly doing things with interactions that you did not anticipate and have not tested.

Ivee

Wanted to give an update to say that we have rectified several issues, but still need to look into some more. Hopefully build somewhere during this new week. All the best. - odes

FurryVNE Team

INTERESTING! So their own method (3rd party asset) for clearing cookies is non-functional. Great! Thanks for making me aware!

FurryVNE Team

I deleted C:\Users\Username\AppData\Roaming\FurryVNE\ZFBrowser\Cookies

IDoMen

How did you manually delete them exactly? What file or folder did you delete?

FurryVNE Team

I fixed the error; The cookies were causing overflow. I manually deleted them. It says `If client's cookies are too large, causing login to fail, the app will now automatically clear cookies...` but it seems that this automatic clearing does not work.

IDoMen

Thanks for the clarification. I just ran into a major issue though. Previously, I verified fine, but now it just sits on the 'verifying' screen. This issue is build independent. I cannot access FurryVNE.

IDoMen

👌

FurryVNE Team

Okay, I'll do that this evening.

Ivee

Yes, we intend to implement oral further down the line. As for polish - it depends on what you mean. We'll keep adding new features, and each time we do there's likely to be some jank. We're currently working out issues of the currently implemented features while also improving current workflows, and then there's the cloud for interactions we want implemented. I think that will take until summer and possible a while into the summer. But all features that are on our currently private roadmap (hopefully soon to be public), we have years of work planned out ahead of us, and also quite a lot of R&D we want to do to possibly improve existing features or push it beyond what they currently can do. All the best. - odes

FurryVNE Team

Is there ever going to be an oral option for coupling in interactions? Also what's the timeframe for interactions to be in a polished state?

IDoMen

Ivee - yes please send the interaction files, characters and possible a video demonstrating the problem.

FurryVNE Team

Yeah ditto. What I am seeing is the hand somehow gets into a weird state where you can move the gizmo around but it seems disconnected from the hand and no "dot" for the node appears. If you unset the parent nothing changes (but now unset parent is greyed out) but then if you Reset the node it becomes parented again. But to what I have no idea. (Left hand of female model seems to be the only hand affected in my case so far but I am only two steps into a new interaction - previous interactions got so messed up by the changes they weren't worth keeping).

Biscuit

I can just send you the interaction file and exported character files if you'd like to get an interaction that demonstrates the bug.

Ivee

When snapping one character's hands to another character's body, I'm getting all kinds of buggy behavior now. Switching back and forth between steps causes the hands to be offset from where they're supposed to be pretty consistently. I'll have to play around and see how reproducible it is. EDIT: to be clear, I'm swapping between one step in which a character's hands are snapped (parented?) to a body part on a character, and one where they are not. I'm also animating the hands on timelines. I'm not sure what mixture of these things are necessary to produce the buggy behavior. I also want to clarify that this is a regression.

Ivee

- NormalOcclusion I think it has to do with breast inflation, as normal and occlusion maps are smoothed as breasts grow. - Dragon head eyes We're aware and will look into it eventually. Huge backlog of things to fix. - Size reference Noted. - UVs It's not unusual for some parts of a mesh to have higher detail, especially head/face. If you're using normal occlusion or mask texture, you are able to scale the textures inside the app using the properties in the interface. - Jittering In case they're digitigrade, try rotating the feet to straighten out the legs. - extreme leg placements Bones and skinning in general needs improvements in the groin area. Dogson has said he wants to look into it.

FurryVNE Team

It will be added. - odes

FurryVNE Team

Hey, thanks for the fixes. Some things I noticed: - NormalOcclusion Layers do not work properly with all body styles, especially if you drag the influence slider up. It just "vanishes" around the upper chest area as if one mesh is intersecting with another, hidden one. - Dragon head eyes seem to barely work. Sometimes they move, sometimes they don't. I noticed that especially on female characters. - Some size reference in the character editor would be nice. - The UV maps of the characters are ... uhm, not very well done. Their orientation seems to be random and they are also not the same size in relation. This leads to extremly obvious seams if you try to use a organic noise texture as a mask to create some variance. Meaning, I have to export and create + bake them in Blender instead, which kind of defeats the purpose. - There is some weird jittering if arms/legs are stretched just slightly. It seems to be impossible to have a character stand tall without jittering. - Mesh export (the regular one, not the one to create Shape Keys) seems to cut the mesh apart or something, it got mesh island everywhere. Is that done on purpose? Edit: This was seemingly fixed with the latest versions. I noticed that the meshes now have seams where they are supposed to be instead of tears. - I wouldn't mind to be able to outright disable the "jiggle" in certain parts of the mesh, like the chest of male characters. It often leads to glitches despite "jiggle" being set to zero. The same with the bottom one. - I wouldn't mind some build in corrective shape keys for more extreme leg placements.

Hans Petersen

Not sure if this was asked before, but is it possible to have the "Nature" environment added to the Interactions builder?

Elvarg

Thanks for the suggestions! You are right, many of those are already on our todo list. Regarding noisy fur - it's because some parts of the rendering process is missing motion vectors. We probably won't fix it until after we migrate to URP later in the year. The reason we went with sliders is to make it compatible with the drivers system. All the best. - odes

FurryVNE Team

LOL ah yes just saw them in the post above!

Biscuit

Great work as always. After playing around with interactions for almost a month, I noticed some things that could use improvement. Some of those are probably on your to do list anyway (correct me if I'm wrong) like 1st person view, posable tongues in interactions similar to how they are in the character creator or improved keyframe selection (with timestamps?). Other things I think would be nice: I think you already improved how fur is calculated, but I think it sometimes still looks a bit "static"-y/noisy when moving, almost washed out or as if each frame leaves a short after image of the fur. Hair physics! You rigged the official tails and ears, can the same be expected with the hair models of official characters like Charlotte or Elaine or will that be left to the community? The options for the back position (bend/twist/lean) are nice, but I really liked the freedom of having 2 nodes in the character creator. Will this be possible in interactions? Also I think the crotch mesh could use a little work. As it stands now, the vulva kind of sticks out when the legs are moved up to much (think up to the chest or even further, behind the head). Keep up the good work!

nona

We actually already updated the character files for each example interaction for this version, so just load up the new fvne_compiled_character files in the AppData folder and open the new interactions files.

Mobius Scarf

Probably want to keep the previous version if you want to check the example interactions as well, at least until they get updated (gonna want that invisible character for blowjobs and such LOL).

Biscuit

This is true! I added a link to the previous build in the text above ("you can find it here").

FurryVNE Team

Just to repeat the note above: Make sure you keep your previous install to check the manifest for the hashed names in your interactions.

Biscuit

Hi there Daniel, There has been environments there since the initial release. If you mean how to load the alley map in interactions, simply select the scene in the outliner and then choose its environment in the properties panel. All the best. - odes

FurryVNE Team

So, there are environments now?

Daniel Borgersen


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