Poll
Added 2024-02-06 01:51:25 +0000 UTCI'll at least be spending this week on fixing bugs and some other issues, but what about after that? Do you want cloud asap, or should I spend some time improving interaction editing?
Just a guiding poll, curious what the community wants.
- odes
Comments
On your keyframe timeline, at the top you can click to create an event. Then you can click on the event to bring up a menu on the right side of the screen. Hit + to expand and see the event types. You can transition to a new scene, new step, or initiate a cum event. When the scene is playing when it hits that event it will start the cum event.
Biscuit
2024-02-11 12:48:17 +0000 UTCI still can't find the "ejaculate" button. Can you show me the steps in detail?
TYJ
2024-02-10 01:40:30 +0000 UTCIt's in the zip file, DiderikImaniFVNESCENE ver2 (BONUS SCENE) is the one you want. You can also bind a MouthPoint to the pelvis of the invisible character if you want the giver to do the work but it's fiddly and most of the dicks are too big.
Biscuit
2024-02-10 01:34:25 +0000 UTCYou have to set a timeline event.
Biscuit
2024-02-10 01:22:17 +0000 UTCIt would be great to have an alternate IK mode where the end of the IK chain is the knee instead of the foot. That would enable poses where a character is on their knees. I imagine that the node that would have to move in order to keep the knees in place would have to be the pelvis, which would make this alternate IK mode radically different from the normal one. I have no idea if this is feasible.
Ivee
2024-02-09 04:56:03 +0000 UTCI appreciate it but Iβm not pc savy at all I canβt find the folder for the app data so ima just enjoy what I can do π
Austin Hagerman
2024-02-09 04:12:04 +0000 UTCDoes anyone know how to ejaculate? I mean, in interactive mode, how does a character ejaculate or discharge anal water?
tyj
2024-02-09 03:11:10 +0000 UTChttps://www.patreon.com/posts/example-97742602
FurryVNE Team
2024-02-09 02:12:28 +0000 UTCAs much as the cloud would be phenomenal towards creating, I would prefer better ease of use, first. I finally had some time to play around with making interactions, I could really go for a couple more maps, or at least refine the alley, some of the walls and floors don't register as "Surfaces"
BadOmen113
2024-02-09 01:56:07 +0000 UTCWhere do I find the example interaction? π
Austin Hagerman
2024-02-08 23:57:23 +0000 UTCI didnβt know there was example interactions! Iβll try it out!!
Austin Hagerman
2024-02-08 15:47:21 +0000 UTCLoad the example interaction and delete all the scenes, steps and timelines except one scene and the default timeline. Then delete all the characters except the INVISIBLE character. Then add your characters and proceed as usual. Use a coupling with the INVISIBLE character for your blowjob.
Biscuit
2024-02-08 15:45:10 +0000 UTCEarlier there was a discussion/suggestion on sound libraries that would be curated on the cloud and that sounds could be triggered by keyframe events. Not sure if that's still in the plan but it would probably not be high priority.
Biscuit
2024-02-08 13:14:42 +0000 UTCH used to be toggle UI, I propose CTRL-H to set "camera home" for the current Scene (unless it's going to be something else). Also it would be cool to have an optional fade out and fade in on Scene transitions (to/from black). That would let you transition to a different area of the set (e.g. dancer booth to bedroom).
Biscuit
2024-02-08 13:10:03 +0000 UTCI really hope you can add more options in interaction to control the body, for example the toes, spines, tails, etc.
Aceed
2024-02-08 12:15:15 +0000 UTCTry summoning the "MouthPointIK" node from the "Add" at the top of the screen. A node will appear and highlight itself yellow. While highlighted use ctrl+click to attach the node to your p*nis of choice, then assign a "Character" using the far right menu where it says. I haven't tried it but i assume thats how itd be done.
Zexiara β¨
2024-02-08 06:40:22 +0000 UTCAs engaging as the cloud would be, it's logically the right move to ensure the foundation of the game is as stable as possible so the issues don't overgrow, so....... whichever option will grant us the much needed timeline/keyframe copy-and-paste features faster. thanks for asking the community ππΏ
Zexiara β¨
2024-02-08 06:33:23 +0000 UTCI recall that in YL1, people used hidden characters as make-shift static cameras that the viewer could swap between. That might be a good thing to officially support.
Ivee
2024-02-08 05:34:45 +0000 UTCThe ability to add custom sounds would be fantastic- really breathe some life into interactions, give characters voices.
Matt Becerra
2024-02-08 04:15:45 +0000 UTCIt's possible to keyframe the weight of a timeline, as described in the tooltip, but the keyframes are gone when the scene is loaded.
Ivee
2024-02-07 09:00:39 +0000 UTCAnyone know what I have to do for blowjobs? Idk how to do it π I saw it in the example interacts a couple poses ago
Austin Hagerman
2024-02-07 06:36:35 +0000 UTCCum volume seems to have no effect on the loudness of the sound When I use a source driver with a source of coupling "currentt" or "currentmotion" and destination of timeline "time", any timeline events on that timeline (such as a sound) will trigger twice: once when it's supposed to, and then again when the timeline "time" resets to 0. It would also be nice to be able to set a timeline event to trigger only when it is passed over in a particular direction.
Ivee
2024-02-07 05:39:21 +0000 UTCI would prefer to have a weight slider for MouthPoints, and a weight slider instead of a toggle for "enforce direction." It would also be nice to have the ability to make a limb dynamic, so it can go all floppy. I seem to recall this feature existing in YL1. Oh, and it appears that altered "compliance" values in the "Balls" area are not applied on re-loading an interaction.
Ivee
2024-02-07 03:04:33 +0000 UTCAnother one: character scaling. I've noticed that a lot of the characters in the cloud are not scaled proportionately to each other. It would be convenient to be able to simply scale a character after importing them into an interaction. Not sure how difficult that is. At the very least, it would be good to have a togglable "height chart" in the character builder that superimposes a chart so you can measure the character's height. Might also be good to have a character builder environment with a few simple objects in it for getting a sense for the character's size. The "nature" environment gives you a _little_ of that with the fence and the garden gate, but those aren't terribly useful IMO. More useful objects for getting a sense of a character's size might be: - Chair - Dining table or office desk - Door frame - Bed - Bathroom sink
Ivee
2024-02-07 02:41:38 +0000 UTCI want the cloud as bad as anyone else maybe more than most but I want the ability to swap characters swiftly and with as few clicks as possible 100 times more.
ShadowDrake
2024-02-06 21:54:10 +0000 UTCYes to all.
FurryVNE Team
2024-02-06 16:34:03 +0000 UTCAre there any plans for -POV camera from male and Female Perspective. -Option to make each character invisible. -Hide User Interface button or shortcut.
CptBanzai
2024-02-06 16:02:44 +0000 UTCIt is currently not possible to ctrl+click male genitals because its sdf works differently from body sdf (due to requiring much higher refresh rate). This is something we are going to look into how to solve at some point in the future.
FurryVNE Team
2024-02-06 13:47:30 +0000 UTCThe reason for sliders is that it makes it compatible with drivers. It also greatly simplifies implementation.
FurryVNE Team
2024-02-06 13:46:16 +0000 UTCI found a collision volume determination on the male genitals and palms, but I don't seem to be able to "CTRL+ left mouse button", automatically grasp the genitals, to achieve the picture of male masturbation.
TYJ
2024-02-06 13:26:57 +0000 UTCSeconding the creating a keyframe (maybe right click on the timeline?). I note that one can set the previous node to "Hold" and then if you created a keyframe right after that, it's basically a copy so that might be a two birds with one stone workaround. You could then shift-drag it to snap to the playhead (already works). (edit: Or have a + button next to the property that adds a keyframe for that property at the playhead location. Then you could set the previous keyframe to hold and make a copy, or you could turn a tween into a keyframe) I think we also need more play time with this before we can really contribute in a meaningful way. There are some brain changes we need to make; for instance, instead of having a long timeline animation, breaking an animation up into tons of little steps is not what we're used to doing.
Biscuit
2024-02-06 12:58:05 +0000 UTCI'd kill for some OPTIONAL in viewport nodes to switch values like the "Bend" and such instead of having to switch back & forth in the outliner. Also, an option to scale the viewport nodes up would be neat. I work a lot in Blender and I am used to clicking bones in the viewport instead of looking for them in a menu. Last, but not least, is there a way to scale the root of a character in the interaction mode? If not I think this is an oversight.
Hans Petersen
2024-02-06 11:43:54 +0000 UTCI have to say, when it comes to improving usability, having sliders to make poses is honestly not easy to work with and i much prefer the point movement system. If that's something that could be done i think it would be much easier to use.
NimbusVibes
2024-02-06 06:29:33 +0000 UTCOn the "improve usability" front: - As someone else already mentioned, a way to select multiple keyframes, and a way copy and paste them. - A way to instantly create a keyframe at the current timeline position for a specific property or node with its current value (for example, perhaps pressing the "K" key with a node selected creates a keyframe for the current state of that node). - It seems like the "+" button to add a new step is _supposed_ to copy the current values for all properties and nodes to the "Default" timeline in the new step, but it misses some (expressions and garment visibility, for example). - I've noticed that the click-and-drag to select (marquee) tool in the interaction editor only successfully selects nodes if you drag from top left to bottom right. It seems like it should function in both directions. - Is there a way to copy a value from a property and paste it into a property? On a related note, do you have an issue tracker where we can submit issues and see what issues have already been submitted? I think I saw an issue tracker briefly in one of the update videos, but I don't know if it's public.
Ivee
2024-02-06 04:52:03 +0000 UTCTo weigh in, I'd like to mention that what made the release of interactions so fun to me, was the fact that people had already been making characters for it for a while. Improving the usability a bit first and letting "creators" get to know interactions would likely make for a lot of stable and high quality interactions ready right out the gate once the cloud arrives.
fairlyunfair
2024-02-06 04:32:47 +0000 UTCCloud is important imo but the votes are cast. Fine by me!
Craket
2024-02-06 03:08:09 +0000 UTCI just want to enjoy the fruits of other peopleβs labor lol is there a way to download interactions from others yet?
Ted's Favorite Rentboy Tommy
2024-02-06 02:35:05 +0000 UTCI would be immensely grateful for the cloud. Being able to just hop in and enjoy others' creations is what made the original yiffalocious so inviting to me.
Lolo
2024-02-06 02:01:42 +0000 UTC