XaiJu
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Interactions for FurryVNE sets sail now!

It is with immense pride and a great sense of accomplishment that we stand before you today to announce the release of Interactions for FurryVNE. This is the culmination of years of hard work, dedication and innovation, finally ready to be shared with you. We know it's hard to believe, but the day has finally come - interactions for FurryVNE are now live, available for all enthusiast tier patrons.

This project started as a dream - a vision to create something truly extraordinary and unique that would not only address current needs but ultimately reshape the furry fandom. Embarking on this journey, we knew the road ahead would be fraught with challenges. Yet, driven by our passion for technology and our commitment to making a meaningful impact, we pushed ahead, no matter what obstacles stood in our way.

As we celebrate this milestone, we are filled with gratitude for the support that has made this day possible. We want to offer our sincerest thanks and deepest appreciation for your continuous support and belief in our mission. Your generosity and engagement have been the driving force behind our project's growth and success. It's your encouragement and contributions that have enabled us to reach milestones we once thought were beyond our grasp and to embark on new ventures with confidence and determination.

We also want to thank our amazing pre-alpha testers: Blacky, MobiusScarf, Craket, Thirteeenth and Thiamine, whose invaluable feedback and tireless dedication have played a crucial role in shaping the development of our application. Their rigorous testing, and detailed insights have been instrumental in identifying improvements, squashing bugs, and refining features to create a more intuitive and robust user experience.

With all that said, here are the release notes:

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

And the download link (for patrons):

>>> CLICK HERE TO DOWNLOAD <<< 

Thank you, once again, for everything. Your support means the world to us. Together, we are making a difference, and together, we will continue to achieve remarkable things.

All the best.

- FurryVNE Team

Interactions for FurryVNE sets sail now!

Comments

Another quickie: sometimes when you drag a keyframe onto another keyframe to replace it, you end up with two keyframes in the same place even though you are snapping to the group. I noticed this when dragging the last keyframe group of a duplicated timeline to replace the first keyframe group. (edit: I guess I could delete the keyframe I am planning to drag the other keyframe onto but that's soooo much worrrrrk) I think we need a place to find a list of known issues so we don't waste the team's time responding to stuff they already know about.

Biscuit

I just spent an entire day getting two characters to make out (kissing and petting) and man it looks really, really good. And hot. I can't wait to create an interaction where a bunch of them sit on that car while the Beach Bums play "Upholstery".

Biscuit

It is probably my best reason to upgrade my PC.

BeerCookie

We're aware of it and fixes will be present in next release.

FurryVNE Team

Colliders make sense. I noticed that some of the areas in the alley map aren't mapped quite right: nodes don't snap to some surfaces, and decals don't adhere to some surfaces (normals need to be flipped, maybe?)

Ivee

It requires certain setup for colliders and also I think there are triggers in the level that we don't want to happen in interactions but that we do want to happen in character builder. All the best. - odes

FurryVNE Team

Interesting. Purely out of curiosity, what are the differences between character-builder environments and interaction-builder environments that cause them to be incompatible? If you've already put out a post or video that explains this, I apologize, and would appreciate a link.

Ivee

I'm not sure how you're managing controls and keybindings under the hood, but it seems like there should be a unified system which all user inputs to each mode and each panel must pass through, and then there should some GUI which displays a list of all of those controls to the user and possibly allows them to be configured. This would make it impossible to add a control, keybinding or hotkey to FVNE without publicly documenting it for users. It seems like most editors have something like this in their "settings" or "preferences" menus, at the very least for hotkeys/keybindings.

Ivee

Ran out of time. I've been preoccupied working on systems. Any time I've had to spend on environments for interactions was spent on integrating the alley map. Nature environment would have to be adapted to work. All the best. - odes

FurryVNE Team

I'm disappointed that we can't set interactions in any of the environments from the character editor. I'd really like to set interactions in the "nature" environment especially. What is the reason for this limitation?

Ivee

Solution for anyone else on linux (kde on x11 here) I was able to trigger this event by instead of alt tabbing back to the game, I first made the game windowed using alt+enter then clicking on the window's title bar. I remember I had other unity games act up upon alt tabbing, and clicking/dragging the title bar helped getting it unstuck.

Professor Mering

It's loads of fun but man, my graphics card is getting pretty upset.

Biscuit

aww yiss motha fuckin interactions

Axdee

I'd say so, so long as the shaft isn't bigger than the mouth opening and you get the positioning right.

Mobius Scarf

Just a quickie, have the character exporter start in the default folder instead of the desktop, it's a pain to navigate to the default folder.

Biscuit

Is it do able with any character, interactions would be so much fun to do with a progression type thing

Austin Hagerman

Yup! The bonus scene in Craket's interaction features an example if you'd like to see. It's a little hacky, but it should suffice for now.

Mobius Scarf

Oh man, super happy to know this lol

Bixxx

Awesome! It's a lot of fun so far. A huge improvement over YF1. (Finally, I can pose and a hand with fingers!) The hand snapping was a god send. So impressive that a small team could make something so complex and never done before.

BeerCookie

Darn it! It's finally ready, and I'm not home to jump right in.🤣

BadOmen113

Anyone figure out blowjobs yet?

Austin Hagerman

Thank you! Some really good suggestions there. You are able to snap to key frames by shift dragging the time marker. Maybe not ideal but thought I'd share.

FurryVNE Team

Good to see that the tech itself landed, as I can see besides some minor bugs (like when you press right click in fps mode your mouse gets captured, if you switch to the normal camera while the mouse is captured, it wont get released. You have to press tab then right click again to get it unstuck) the next step is lots of UX improvements, there's huge potential here! Some smaller wishes for the animation timeline: Horizontal Zoom, drag&drop reordering rows, visual indication of the type of interpolation on the keyframe (squares, circles whatever like in video software), and most importantly, being able to jump to a keyframe by clicking on it to edit it. And some bigger wishes: composable animation clips (like actions in blender), a graph view of the animated value (like animation clips in fl studio) And congratulations for the release! Been following the project for years now

Professor Mering

Thanks Bixxx!

FurryVNE Team

Congratulations guys. Huge huge achievement for you and the team. I'm playing with it now <3

Bixxx

No worries, I have no complaints, I’ve been waiting for it for so long that I’m just so happy it’s here!!

Austin Hagerman

Hi there Monterrio Ashmore, As we have explained in the FurryVNE interaction release preparation text: https://www.patreon.com/posts/furryvne-release-97404030 You have to export the characters for interactions first. I recommend reading everything in the link above. All the best. - odes

FurryVNE Team

I can't load the characters I downloaded from the cloud for an interaction.

Monterrio Ashmore

Happy you got it working! About teaking push-pull - it is not currently supported to adjust it. I must be frank that we haven't tweaked anal dynamics at all, so a lot of work still remains there most likely. We will look into issues like these in the coming weeks. If you can provide material, don't hesitate to join the discord (linked in app) and post in the fvne-bugreports channel. All the best. - odes

FurryVNE Team

Thanks, figured that out with your help, just a question, I used a “well endowed character” which was making the anal cavity on the other character really stretch and seemed to cause a real pull effect which looked crazy, is there a way to control the push pull affect?

Austin Hagerman

Seems like linux/wine isn't making the Unity OnApplicationFocus event fire. https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnApplicationFocus.html Not sure if that helps!

FurryVNE Team

Aw, right in the middle of the workday! After work it is then! Thank you for pushing through all obstacles so far and bringing us such wonderful software early in the year!

Christopher Lee

Hi there Austin Hagerman, To load the RLD map, select the "Scene" object and then click its "Map" property to select the alley map. In order to load characters in interactions, you first need to compile them. This is something we covered in a previous announcement (Quick start): https://www.patreon.com/posts/furryvne-release-97404030 To load other people's interactions, see the readme.txt inside the zip linked here: https://www.patreon.com/posts/example-97742602 All the best. - odes

FurryVNE Team

I haven been around in a long time and im having problems with one finding the first scene, the like night life map, aswell as trying to load characters into interactions

Austin Hagerman

Authorization doesn't work on linux/wine. I know that linux is not supported per say but I think it would just work if I could get past authorization. The issue is that after the browser authenticates me, the game doesn't get notified about it. It would help if the login page had a fallback option to just paste some code in.

Professor Mering

Oh how we have waited and yearned for this update and finally our wait is over!

Static_snowflake

Aw yeah bitches, The Time Has Cum.™ From "Lugia 3D" to this moment, you guys marked a historical day in the fandom- With groundbreaking ease, anyone can finally animate their dream e621 scenarios (to an extendable extent). Congratulations on getting to this point on this decade long journey!

Zexiara ✨

This is the best day ever!

JAF1320

Congratulations on this huge milestone! I've been looking forward to this ever since its inception and now its finally here! And I'm convinced that whatever challenges lie ahead in the future development of this project, you will be able to overcome. While I hardly understood the technical development blogs, I always found it interesting to watch and see how it all came together. Thank you for all of your hard work and dedication to make this project a reality!

MrGimp21

Woo! Congratulations on making it after all this time! Here's to hoping for smooth sailing ahead & thanks for all the hard work!

Ninjamurai

YEEEEAAAAAH

MerlynWizard

POGGIES

【FANCY】

and so it begins

oJuiz


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