XaiJu
yiffalicious
yiffalicious

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Craket made a quick start guide for interactions

If you want to make your own interactions, here's a quick start guide Craket made:

https://guide.furryvne.com/home/Interactions_List/Quick_Start

If you want to use someone else's interactions, we recommend you check out this link:

https://www.patreon.com/posts/example-97742602

AND READ THE README.TXT inside the zip file.

All the best.

- odes

Craket made a quick start guide for interactions

Comments

Daniel Borgersen - can you share a video recording of the problem you're experiencing? All the best. - odes

FurryVNE Team

When I set it up.

Daniel Borgersen

Are you getting these with the provided interactions or do you mean when you try to set something up yourself? Images or videos always help. You can try joining us on discord. (discord linked inside character builder Help > Discord.)

FurryVNE Team

Yeah, I'm getting exloding orafices. Can't get interactions to work. Update: ok, works kinda, fiddling with xyz translations, but still a bit of exploding and uneven, irratic surfaces

Daniel Borgersen

You can just export them using File > Export > For interactions.

FurryVNE Team

Ive made 2 characters, and saved them but i cant load them, where in the folders to have to put it? i cant figure it out, been trying to find a read me text in the folders but i cant seem to find any, help appreciated :)

samsa

It helps a lot, thanks! The snapping is exactly what I was looking for.

Biscuit

Confirmed!

Biscuit

Sorry, no way to copy-paste keyframes yet, but it's something that will be implemented. To snap the time marker hold shift while dragging it. At the top of the keyframe area you'll see a summary row. Selecting a summary keyframe will select all keyframes which that keyframe represents. You can also drag this area to select several summary keyframes. Hope that helps.

FurryVNE Team

Quick Question, apologies if I am missing something. Is there a quick way to copy a keyframe group in a timeline? Like CTRL-M1 on the keyframe group and drag it off? Right click copy/paste would be nice too. Another thing that would be nice is a snap feature or something so you can move the playhead exactly to a keyframe group instead of just close enough to create new keyframes hidden under the previous ones.

Biscuit

I was able to recreate the "node flying off" bug once by connecting all nodes together. I also noticed -parts(tail, ears...) disconnect from the body when parenting to a body node(pelvis arm leg) -parenting the pelvis to the tail (pelvis moves continuously in the direction in which you move the tail node). - parenting pelvis to an ear node is the same as tail node but more chaotic -when adding a new char to a scene and parenting the pelvis node to a hand or foot node nothing happens with the pelvis when moving these but then surface binding the hands or feets and then moving the pelvis seems to updating it and glithing it out

Tiores

I take it back, it really does seem like if I don't use WASD for movement it is much better. I wonder if pushing WASD before one remembers to hold the mouse button still parents the last selected node to whatever surface is under the mouse? Given how infrequently one parents nodes it might be worth having an option to Confirm Parent (Yes/No) to help the user not do this silently. EDIT: Actually why not just make it CTRL-A to parent instead of A? W is a non-destructive conflict, the problem may be the "A" conflict. Doesn't explain why it was OK when I saved but messed up when I loaded ... but maybe that's a more complex issue that can be avoided.

Biscuit

No it doesn't seem tied to the WASD. I had an interaction that was fine when I saved it but when I load it the torso node glitches out immediately, before I even do anything. What I'm wondering is if a "hit scan" on binding a node doesn't stop at the first surface, so maybe multiple surfaces get bound and then if the z-order (or whatever) of the bound surfaces changes off goes your node to the next surface. edit: I guess that makes no sense, I never bind the pelvis node to anything and that's usually what goes flying off. But it would make sense for things like hands and feet maybe.

Biscuit

I also have the problem “The node flying off”. In my case the torso node was glitching out while I rotated a surface looking foot node by 180° so that the sole of the foot points upwards. I used WASD for the camera movement. could be a coincidence but the bug stopped for me after I used the standard camera movement. Haven't had time to test it yet but I think that binding the toso node to the foot node is the problem. Feel free to Test it because I don't have time for the next 16 hours

Tiores

I figured it out. After I decompressed the "FurryVNE_2024-02-02.exe" file, I moved the unzipped contents to another location on my computer, but I accidentally left the "External" folder behind.

Ivee

I will if it happens again. I restarted the game and I could do interactions finally.

Bazzal

The problem occurs in the "compressing texture" step (which is the very first step). I found what looks like a potentially relevant error in "Player.log". ``` Win32Exception: Cannot find the specified file at YL2.Systems.StartExternalProcess.Start (System.String path, System.String dir, System.Boolean hidden) [0x00000] in :0 at YL2.Utils.TextureCompressor.TextureCompressor.Compress (UnityEngine.RenderTexture rt, YL2.Utils.TextureCompressor.TextureCompressor+COLOR red, YL2.Utils.TextureCompressor.TextureCompressor+COLOR green, YL2.Utils.TextureCompressor.TextureCompressor+COLOR blue, YL2.Utils.TextureCompressor.TextureCompressor+COLOR alpha, System.String name) [0x00000] in :0 at YL2.Utils.TextureCompressor.TextureCompressor.Compress (UnityEngine.RenderTexture rt, System.String name) [0x00000] in :0 at YL2.CC.CharacterBuilder+d__493.MoveNext () [0x00000] in :0 at YL2.ProgressSystem+d__33.MoveNext () [0x00000] in :0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in :0 ``` I am using a Radeon graphics card. That's the only thing I can think of that would make my computer setup atypical. I'm curious whether the other users who have encountered this bug are also using Radeon graphics cards.

Ivee

To my knowledge, it is impossible to provide you with an error log for this bug. When you begin exporting the character for interactions, it becomes impossible to reach the "help" dropdown menu, and because the export never completes, the only way to reset things is to close and restart FVNE. If you add a way to hard-cancel the export process, then it may be possible to provide you with an error log. Is there another way to produce the error log? UPDATE: yes, there is. You can find it in "[AppData]\LocalLow\FurryVNE Team\FurryVNE". I think I've found a relevant error. I've created a separate comment.

Ivee

Same problem as William Wittington and Monterro Ashmore.

Ivee

@Tiores That's entirely possible. The node flying off out of the scene for no reason and not being "undo-able" is a bigger issue for me. But that sometimes happened in YL1 as well so I dunno, maybe I'm fat fingering something.

Biscuit

Nice find, definitely not the intended behavior.

FurryVNE Team

If you are moving with wasd mode than thats the problem. If you move with "A " you automatically go into parenting mode while moving and with the next click on a node you bind it

Tiores

I don't think you can toggle visibility of a character atm, but you can make the character invisible before exporting them. We'll add a visibility toggle at some point.

FurryVNE Team

I'm probably just being blind, but how can you make the penetrated character within an coupling invisible?

CodeHungry

Coupling > Transform > Z something. (I'm on my phone.)

FurryVNE Team

I'm wondering if it might have something to do with mirroring, like if I hit space to mirror the hand maybe it gets bound to the other hand and doesn't get unbound.

Biscuit

I was just looking for the same thing, in YL1 you could just drag the spine node to reverse the character (e.g. doggy style) but I'm not seeing an easy way to do this here. I'll keep digging.

Biscuit

Not currently. Anus penetration in general hasn't been calibrated that much. If you're able to share a recording, that would be helpful.

FurryVNE Team

Can you share a picture or video? And share the player.log after causing the issue? (%USERPROFILE%\AppData\LocalLow\FurryVNE Team\FurryVNE\Player.log)

FurryVNE Team

Is there currently a way to lesson the impact a penis has on the anus? Its spreading way wider than I feel is necessary.

durzac

Hi so I got YL2.SerializedPropertyNodeState on everything. Why is this? I did what the tutorial said and I put on coupling and that serializedpropertyNode thing is the only thing I see.

Bazzal

Make sure to restart your computer because your Main C drive will have 0 space left? If using external etc Drive and you are putting everything not in the C drive. The C drive will still be lowering in space. I don't know why but it was doing that for me. Restarting my computer got me all my space back.

Bazzal

Couldn't get him turned around like that right, unfortunately. is there a way to create new anchor points on the body during interactions?

Omnoproxyl337

Check the transform section of the coupling object.

FurryVNE Team

So I have a question, it only seems to let me move or rotate the one penetrated, how do I do it for the partner doing the penetrating?

Omnoproxyl337

Ah, I think right now the legs don't get "anchored" when you pose them by default, like it used to be in YL1. You can try selecting each foot, then use the same shortcut for hand posing (CTRL+Click any surface) and it should make that limb static. (It might rotate the foot in a weird position, so it'll most likely require some correction) Weirdly, not all floor surfaces are "clickable", or at least I couldn't do it inside the red bedrooms in the Alley map. The bedding was clickable, though.

BlackTH

sounds like the left hand is somehow parented to the right hand. You can set up parenting by using the commands in the Edit menu. As for the other issue, it's hard to help without seeing what's going on or having an interaction to test with or steps to reproduce the issue.

FurryVNE Team

Hard to say without seeing what's going on. Maybe the knee pole targets need to be moved further away? If you want to separate hands and feet from pelvis, you can select the hand/feet nodes and unparent them (Edit menu).

FurryVNE Team

One thing that has always driven me nuts is sometimes a node just seems to lose it's mind and then all my characters rubberband off into nonsense and undo doesn't fix it, I have to reload. I also notice that when I move the Right Hand node it also moves the Left Hand node, but when I move the Left Hand node by itself it seems OK.

Biscuit

The log doesn't really say anything useful unfortunately. All I can do is try to enable more logging for next build to try and figure out what's going on. Sorry.

FurryVNE Team

i'll post it on discord

william whittington

Feel free to test it out via the method at https://www.patreon.com/posts/example-97742602 In interactions, click Debug > Manifest, and find out which file will need to be replaced. It is unlikely that it will be a running idea tho I dont think but experiment around.

Craket

Why do the legs move together during interaction (anal sex)? How can I drag the character without moving my limbs?

TYJ

Need Chinese language, or a full detailed video tutorial, I really have a hard time understanding English

TYJ

Is there any way to replace a character in an interaction with another character while keeping the animations the same?

Izzy y

Yeah, it was after the attempt.

Monterrio Ashmore

Can you share the player log please?

FurryVNE Team

Can confirm that like Monte, it's taking forever for me as well. Says compressing textures 1/58 and it stays there.

william whittington

Just to be sure, this log was after trying to export? Because I can't see the export attempt.

FurryVNE Team

Will have a look at tomorrow. Currently 04:35 AM here.

FurryVNE Team

https://www.dropbox.com/scl/fi/ib8djd3hq7gbh28tcwh7i/Player.log?rlkey=hvlklgxrygtp5ame10z8dov40&dl=0

Monterrio Ashmore

Sure, that works. Or you can upload it somewhere and send us the link.

FurryVNE Team

I was only trying to export a model of Ralsei that I fiddled with. I haven't tried any other model. I saw that there's a link to a Discord in the game. Do I send the error log there?

Monterrio Ashmore

Might be a bug. Does it happen to all characters or just that one? Which character is it? Can you share the log? (Help > open error log).

FurryVNE Team

I'm trying to export the characters for interactions, but it's taking forever.

Monterrio Ashmore

Definitely, that seems like a bug rather than something intentional. In the coming days and weeks, we will look into bugs such as these. Please report everything you find in the fvne-bugreports channel on discord (linked in the app).

FurryVNE Team

Too bad there are no physical interactions between shafts since they clip through each other. I hope this gets improved in the future because the previous game had this

Divine Powerfist

Hell yeah, this is the Dragon Scroll i've been praying for. Now I can pretend like I know what I'm doing twice as fast. Thank you Craket. edit, quick question: How to hide interface for full-screen filming? I remember in YL1 you could press "H" to hide the entire user interface. Is that feature in this build yet @FurryVNE team?

Zexiara ✨


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