XaiJu
yiffalicious
yiffalicious

patreon


Last chance - input for interactions

The longer a project is into its development, the more rigid it becomes. At some point, the only way to make big changes would be to start a new project.

With the interaction systems, we have been developing generic technologies that we will employ in it, such as our custom made physics engine. But as for the interaction systems themselves and how the actual editor will operate, things are still in state of fluidity.

It dawned on me - perhaps now is the last time for significant input. Because as time goes on, things will only get more rigid. That's why I will ask these questions one last time.

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Questions

Be as specific as you can. Really think through the whole process - presentation, interaction, reaction, as if you were the app maker and had the power to make it all come true.

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I want to point out that any suggestions to us are just that - suggestions. A suggestion is not a guarantee it will be implemented. But I can promise I will read through all genuine feedback. Even the slightest configuration of words can have profound impact in the long run.

All the best.

- odes

Comments

Can you share a picture/video of that distortion/stretching you mentioned? We are not aware of that problem. FurryVNE will have generic soft body system that will be applied to butts as well. You can read more about it here: https://www.patreon.com/posts/yl2-soft-bodies-26671574 And thank you!

FurryVNE Team

other than that, I really love how everything been going and how far everything has gone.

RIos

sorry got busy. so, what i mean in butt physics is that I've noticed that in VNE when you move or bend a character the butt gets distorted/stretches in a weird way. and in YL1 its wouldn't and of course having the ability to tweak em like ass wave etc like in YL1.

RIos

Elaborate what "butt physics" means.

FurryVNE Team

with the new physics engine will there be butt physics.

RIos

I quite like yl1 VR myself, just wished it had controls. Do you use kb/m or do you have a wireless controller etc you use?

rugarou

Ideally Id love to see layered interactions/animations that could be controlled by logic. That way certain aspects could be changed without having to make full interactions for all permutations. It might even be possible to make rudimentary turn based RPG with a system like this. As for VR, I would like to see a simple system where the interaction author can toggle if the hand IK is controlled by vr controllers/head when in POV of that character. On a more minor note, as rudimentary as YL1's VR implementation was, it was really nice to be able to rotate your view when laying down, so it would be nice to have an easy way to rotate your playspace. And of course a decent 6dof interface would be good.

Savvydigitigrades

If the editor could be anything you like, what would it be? - I'd like to see an "interactions editor" with savable "basic animations" for example, to be able to save a "doggie style" animation that could then be applied to multiple models, this could be used for walking, strutting, posing etc. the ability to have "static" animations... basically makes the character a "doll" that can be interacted with such as Heat or Captain Hardcore. these would be in addition to the yiffalicious 1 style interactions base which is quite good with the exclusion of the IK rigging being anchored to one spot. as for the "look" of the editor, id like to have dual windows at least for editing, for me id have the scene in one pane and the character in the second that i am currently animating. it is important to me to have the ability to switch between light and dark modes for the editor for use during day or night times, we spend alot of time pushing our faces into the screen doing these things, anything to help relieve eye strain is a nice feature that is often overlooked but very much appreciated. VR is important also. people say that the VR community is small but thats not really accurate. with the sales of the quest 2 being high, VR is here, and its just going to grow exponentially, the adult VR community is quite large and profitable as is, and this can only grow more. it would be hella nice to have VR controls put in YL1 as well as additional skin slots for some of the characters, that could tide over the still present community of YL1 till interactions are implemented in VNE.

rugarou

The ability to create transformation content would be my dream come true. It would be cool to be able to transition between two meshes, or the different parameters of something in the hierarchy. You could create some basic BE or TG content just by manipulating the scales of different body parts over time.

I don't expect anything with it, but micro for certain vore types even as a living condom would be my dream come true. Like being able to use a dilldo but instead it be a person would be amazing and satisfy me eternally to do that from different angles with different characters. It would absolutely dominate the vore community. But that's fetish stuff more and I don't expect that. What I do really really hope for is BJ support. I've pretty much invested into this the last several years almost exclusively for the chance of BJ support, even if its not a guarantee. I admire the tech and everything else though too though. I'm just all BJ and fetish though like 90% of the time. I do look forward to those amazing physics of many body parts though too more and more.

Sunlight Swift

I don't know how possible it is but for me size difference can bring many kinky stuff that would be possible otherwise. I don't know how much it would be possible to make one char huge or tiny and how it could brake the physic but that would definitely be a big plus for me. Vr collision for the head at least. I've seen porn game without it and it takes away a big part of the immersion when your head just go through someone Multiplayer. Being able to use your beautiful game to cuddle your love one would be the best thing in existence

Nutty Mr Gecky

I very much second this. Having the ability to use any sort of body tracking input cuts down on production time and allows for more complicated and natural movements. Here's one of the most popular and CHEAP full body tracking available: https://en.shiftall.net/products/haritorax (under $300) https://www.youtube.com/watch?v=TfCSKM0MyrQ Creating an interface with VR in mind will also go far.. cause I don't know about all of you, but V1 is STILL the best thing available for VR out there imo. Keybind for start and stop snapshot recording that's bindable to a controller? Yes please. Live Body Tracking Preview with both 3rd and 1st person cameras on screen? Yes please. Keybinding Possibility for every possible action, even if its blank by default? YES PLEASE.

For those of us with VR trackers, allow us to bind VR trackers/controllers to a control point on a character and to snapshot positions that way. VR full body tracking makes pose creation take minutes instead of hours, would love this!

Non-Euclidean dynamics for penetration (think big objects elegantly fitting into much smaller volumes) implementing this could be something like: If shaft geometry is occluded by/or has made contact with an orifice collider, immediately begin to scale it down by X . Control this initial scaling with a slider (maybe with a couple ease/interpolation options). ((Not sure if this would require a hard floor or anything to prevent normals from flipping?)) - tl;dr on this: put hyper pp in non hyper place without looking mega jank :3

If the intention is to provide an experience similar to the og Yiffalicious, I feel like the editing system used there would work well as the basic design. Not least because it would work well as a stopgap if need be, using the current UI for now, allowing options to be moved to separate panels/gizmos as development progresses. Some ways I can think of improving that system: -Turn any applicable sliders into gizmos on the characters instead - example would be the penetration angle/direction sliders in YL. They'd be a lot more intuitive as a rotation gizmo. I'm sure a bunch of other options could be converted into different gizmos as well. To not clutter the interface, each could be activated with hotkeys or menu bar options. -Let us use more of the screen real estate for editing - I feel like in YL the focus was on all times on the action, rather than on editing it. It would be helpful to have multiple panels/windows, with different characters or settings pages open on each, or just dedicated panels for different options. -A more laissez-faire approach to scene editing - in YL you had anal and vaginal and that was it, when it never really needed to be limited to that. People making scenes came up with clever workarounds to depict all kinds of lewd acts. Might as well let users make the male characters thrust wherever they please, and if it looks like shit just call it user error : D just do your best to add features that help users make their ideas work, like being able to define constraints and resistances on movement of different body parts, customize the behavior of the receiving/female character when they're the active partner, etc. I feel like such systems would have uses even if/once all the usual sex acts are officially supported. -Facial expression editing rework. I feel like this was one of the less well-conceived features in original YL, with some characters having pages upon pages of vaguely named sliders along with their driver sliders. Would a facial expression editor be completely unrealistic? It would certainly take some designing to make a system that can get interesting and diverse results, but wouldn't necessarily require more besides brow angle/height controls, controls for both eyelids and look direction, and for a few different parts of the mouth. Editing could be done using sliders or 3d handles/gizmos. I feel like it would add a whole lot to the program, and uniqueness to scenes, compared to having to use pre-canned expressions, or having to boot up Blender. -General editing workflow - the snapshot system in YL is quite limited. Maybe the basic idea of snapshots could be kept, but these snapshots would then be instanced onto a "master timeline" where durations, transitions, bone keyframes and such could also be defined. Maybe snapshots could each even have their own mini-timelines where slider changes and other things can be defined, one application of which would be applying slider changes one at a time, so they don't all jump into their new values at the same time when snapshots are changed. Those are my ideas for the traditional editing workflow. For what new tools/features FVNE could introduce, somewhere down the line: -Cinematographical tools. I think this is the big one if the scenes are to function in a timeline/snapshot kind of way similar to YL. Configurable camera locations, orientations and FOVs per snapshot/timeline event, possibly with tweened transitions between positions, with adjustable effects and filters such as depth of field and motion blur. A system like this would add so much interest to the scenes, compared to a fixed camera angle, or the user viewing the scene having to operate the camera themselves. -Sound - An important feature that could be expanded a lot for FVNE. From simple stuff like selecting from different slapping sounds and changing their pitch for different effects, to ability to load in sound effects and place them on a timeline, to more complex stuff, like access to audio effects. I think that last one would really add to the experience if narrative features are introduced at some point - for voyeuristic scenes users could apply a low pass filter to simulate sound heard through walls/barriers, or bit- and sample rate reduction to give a digital effect similar to a phone/camera speaker. Spatial effects would add to the feeling of reality - sound behaves quite differently between tiled rooms and carpeted rooms and outdoors and tiled rooms with a rug on the floor and one wall open after all. These could be set up when the maps are made, on a per-room basis. If you need help with sound design and figuring out/implementing audio stuff and why not other things as well why I'm very much available and I'm a pretty good programmer too and have in fact opened the unity editor before hmu bby B) -Driver system. This was a really neat feature in YL, and there's no limit to what stupidly elaborate levels the system could be taken to. I'm talking ability to use driver "sources" beyond just thrust depth - such as thrust speed, or user defined curves, or random sources, or function generators - and assigning them to driver "destinations", such as facial expressions like in YL, but also other things like bone orientations, or camera position... the possibilities are many. And the madness doesn't have to stop there. You could also do operations between different sources, such as multiplying thrust depth with an user defined curve, and like that have the driver affect it's destination only after a certain point. Of course if the user is handed animation control over everything, then this sort of system wouldn't really be as necessary. But for creating the kind of "reactive" animation response like YL had, it would be unbeatable and require less manual input from the user after being set up. And it would really show it's strength if interactions are taken to a more interactive direction, rather than an YL-styled timeline/snapshot system. Something that I'd like to see regardless (but that could be implemented as a part of this sort of driver system) is thrusting being defined by a curve, rather than it just being a sinewave(?) as it was in YL. Yl did let you adjust in/out resistance but that made for quite a limited system compared to what also having the thrust depth following a curve would provide. So to put it in the terms of my explanation above, thrust depth would actually be a driver destination rather than a source (as it was in YL), and the user could assign a function or a curve or an operation or whatever as the source that determines it. Another thing I'd like to see is drivers being located in their own tab/panel rather than among all the other sliders, even if they otherwise work the same as YL. -Interactivity. Most of my suggestions above assume that FVNE interactions will work the same way as YL scenes, but that doesn't necessarily have to be the case, of course. The scenes could also be driven by user inputs, rather than automatic thrusting - whether those inputs be mouse movements, or movements of some VR controller thingamajig. In a "game" called koikatsu the player can "touch" the female characters using their mouse, to move their breasts around, as an example. In such interactions a driver system like what I described above would really shine. Still, neat as these kind of systems are, an automated system like what YL had would obviously result in a much greater diversity of scenes, and require a lot less attention from the person viewing it. This might be one of those things you mentioned that gets added as a secondary feature way later down the line, but that would only be made possible by laying the groundwork now. In any case, it would be cool to provide an option of some simple interactivity to people viewing an interaction, maybe an openable panel that allows making minor adjustments to some thrusting/force controls in a simplified way. The same panel could also have buttons (definable by creator of the interaction) that let the user jump to certain points in the interaction. ...And that about does it I guess! All in all I think an ideal system would be one much like what YL had, just bigger and better :) YL is still unique with its procedural animation system, so just focusing on an improved user experience should be good. And seriously if you need some help on the audio side of things...

Joni2000

Same spot as VirusHunter. 3D animation is not something I have delved with, only 2D animations and would like a Timeline to work with. However... Might I interrest you in something super complex? My only experience with 3D animation is a program called Endorphin way back in the day. Its not so much animation, but rather simulation. The world has gravity and everything and a character model will ragdoll. You can give the ragdoll a behaviour like "stagger" where they try to keep balance and stuff. Like in a timeline for animation, but rather a simulation. Im not asking for a physics engine to simulate over, but rather just the simple Drag+Dropping a behaviour/piece of pre-made animation might help. Im expecting animating the character pose to pose, but to save time I also expect to animate like in YF1. Being able to drag and drop a loop that the characters transition in and out of would be great. Double click the looping animation in the timeline to edit the looping simulation/animation. A bit more simple example is editing a composition within a composition in Adobe After Effects or something. -Stuff like Transition strength, when a character goes from one pose to the next, would be nice to have control over how physics driven their ik gets them to the next pose. That way, there will be different speeds that you will be able to move a character and styles of animating. From super strict, to loose. That way, one can also add in "random sway" so that when they go into a pose they aren't completely still like a statue when standing in it. -Speech bubbles that fit within the atmosphere and the power to edit them (speech bubble colour, text colour, Text size, Text reveal speed). Or Screen Texts (Like visual novel texts). -Camera animating, changing lenses (fov and stuff), cuts and simple filter transitions (ex: Falling in love goes from a normal filterless world to a pinkish filter) -Effect adding, like puffs of steam, 2d shake lines, or other cartoony effects that automaticly face the camera. And big effects like a wall of animated rain for people to add in a scene in the background (Like outside a window of a house). -Lighting, from spotlights to soft aura lights. And we can change the colours of them.

Craket

While I have zero experience in 3D animation, from my days as an amateur 2D animator I can say one thing: I always appreciate having a timeline

VirusHunter

dynamic genitail stretching, gaping, prolapse

Libertus

The intent with FurryVNE has never been to be a game. Hence the name, Furry Visual Noveling Editor!

FurryVNE Team

All of this

rugarou

This aims mostly to VR when it get integrated in future, but perhaps it would be also interesting for Non-VR. I don't know if this is even possible but I would love to see some kind of hybrid system between basic interactions like in YL1 and something that gives the Player also a way to interact with characters. I mean when you take POV of one character, you could use his hand and interact a little bit with your partner or yourself, holding his hips, push or pull him/her a little bit etc. but it would be a bit restricted a bit how much you can interfere because it should not break the animation itself.(think this would be the easiest version, but this would make me allready so damn happy, something what I dream of <3) Ofc there could be even more free interactions be possible, where you can perhaps have almost full controll over the characters, this would be cool but I think not so necessary. A little bit inspired from the game Heat.

Arakos

ok so i looked into it a bit more. I was under the impression that this was a fully functioning game, not just and editor or character creator. Is there something im missing here?

Not sure if this has been implemented yet in past updates, but thorough cock physics. I'd like to see some dick/testicle movement, but also be able to control when the cock gets hard or soft.

SaucyKing

As far as the interface goes, having a simple way to animate interactions would be nice. Maybe something like a linear timeline editor with key frames like SFM. That way all that's needed for a basic interaction is posing two characters at the start of the animation, moving forwards a half-second in time, then moving their hips apart for the second key frame, which could then be interpolated between for a simple sex animation loop. That's a simple use case, and I'm sure that more advanced users could benefit from an approach more like Blender's NLA strips for more complex scenes with multiple animation loops, but I think that SFM's popularity showed that having a simple way to animate that people can pick up in a half-hour is a good way to grow a user base. YL1's thrusting system worked and was simple to use, but it was fairly limited, and I'm not sure how it would work if users want to have the characters switch poses. Being able to make key framed animation would allow for users to animate basically anything! Besides that, being able to add dialogue to an animation would be nice as it can add a lot to a scene, and while I have nothing against something like a VN-style text box, speech bubbles could be a less invasive way to add lines to a scene. Also, dynamic stomach and throat bulges would be nice, although I'm guessing that is something that would be very difficult to add!

Alright, let's dive into this one: This is just me brainstorming, throwing in a lot of stuff I can come up with: So, If that engine of yours could be anything I would implement the possibility to do every animation I have constructed in my story line and my mind the past two years. What it would take? A large amount of different stuff! So let's break it down. Now, I'm not the average creator here 'cause lately I'm not that interested in creating solely porn stuff and that's why I'm more or less in the wrong place to create under your flag in the first place but you have made the best furry character creator/editor I've ever seen and so here I am. I know that I'm in the wrong place for SFW stuff. But I have a lot of ideas which may be helping you so let's do some examples what I'm dreaming of and then let's see what we need to make them come true...at least on paper. The shining knight scenario: This was the very first idea I had on a mixed animation where you would have some action and some sexy time. So basically it's about a girl walking out of a club, making her way home. Big city lights in the opening scene some music is playing, a lot of people run around, meanwhile above the city you can see a dragon character flying in the night sky. So to get this first shot going we would need a set. This can probably be a mixture between background images and props the app would have to be capable of implementing our own sets and backgrounds, create our own environments and our own props. If that would work in blender or in FVNE is up to you. Most likely it would be blender work and import it to FVNE like we do everything else what's mesh based. So if the creator wants to add in this stuff you would need an import device for that, setting the lights as well. The next step is putting in a lot of characters that can walk by while the camera is moving with our protagonist. We need to have preset walk cycles for that or else we would die immediately because of the sheer amount of work to get all those characters moving already. Those cycles should work with a lot of different shapes and body sizes as good as possible to minimize the work a animator would have to put into it. Also you need to get a moving camera going or fake the entire movement of the characters by making the background move. Now for the flying dragon we would need to get his wings to work which are currently a simple part of his bode that only can move on the joint. We would need a setup to dynamically deform the wings membrane and ad in some joints along the wing to get some movement done. Ok, next scene is where the lady enters a rather dark passage, some evil dudes show up and want to do nasty things to her but luckily the good guy (the dragon from the first shot) shows up and kicks their asses. To get this one done we would need a second set or the possibility to switch locations inside the animation. For the bullies I guess we would need to animate pretty much everything manually but maybe we can have some presets like hand movement or gestures that can be used for general stuff and adding in some kind of randomization like the body movement and rotation sliders from yiffalicious to make it come to life. Also to make it more realistic we need: auto-breathing. Best would be if it's adjustable in terms of frequency (some nervous or excited people tend to breath more heavily or faster) and auto-eye-blinking or all the characters would stare all the time and that's not good for their eyes. For the conversation I would suggest to go with subtitles/speech bubbles but if it would be my engine then I would implement lip-sync and voice acting! That's the high quality stuff. So we would need to have auto-lip-movement to animate any kind of conversation happening there. If the creators would like to voice act their stuff I would suggest some kind of post-production system like movie maker/audacity where you can cut your lines, music and SFX, then import it to the app and synchronize it with the scene. Ok, next scene: Some of the bad guys might pull out weapons like knives or guns and maybe even shoot around a bit so we want to have object collision or the possibility to damage props but that's really next level and most likely over the top. Animating complex movement like a real fight choreography would certainly be very interesting for me personally but also really hard to do and most likely not happen BUT if you really want to develop the best engine then I would suggest you make it powerful enough that you WOULD be able to animate a choreography inside it with multiple characters moving around at the same time. That would be really awesome, cause if you achieve that you can also do any kind of sex interaction. Ok, so the dragon guy is also a bit of a magical being so he maybe wants to cast a spell or do some supernatural stuff to get rid of the evil boys. Moving stuff around would most likely be not that difficult, but how about adding particles to create light or and fancy magic effect like a cyclone or a wave of water, a lightning strike or a burning INFERNO. Special effects would also be something really nice to have! How about changing the weather, switching the daytime, make clouds appear that shroud away the sun, Make it rain, make characters get wet when it rains... All that stuff is probably infinite but If I were god I would implement all that stuff. Also wind dynamics on cloth and hair! Speaking of which: hair should work in a dynamic way like in yiffalicious but regardless of the material. Some of us use fluff, some use mesh created inside blender but all air styles should work the same way so you would need to set up something that tells the engine what part of the body has hair physics running. Ok, so the bad guys are beaten and gone and the good guy takes the lady home and of course she rewards him in some way. That's where stuff kicks in that you are waiting for! So in that scene again we would change environment, we would change clothes! It would be really nice to have a way to properly get undressed so the engine would have to calculate deformation while the cloth is running down the body. It would also have to do something about loincloth or dresses. Thoise perform quite poorly and so something like a real physic engine would be great for that matter. Same goes for trinkets and necklaces that would have weight in real live. What we also do is we change positions while we are having fun! I really hate loops and repetitive stuff in general so some kind of randomizing engine for sexual interactions would be really great as well as the possibility to simply change positions. All sorts of penetration have been mentioned already, guess there's nothing new I can add besides being really nasty suggesting evil things like: Make it possible to let cum overflow out of the nostrils if you do a blowjob scene or make the receiver vomit the rest of the not swallowed cum out of his mouth or stuff like that...oh talking of swallowing: a throat movement for that would be nice so that we can make the characters drink stuff. As you can tell by now I'm thinking big and aiming for higher goals then just having an engine to make two characters jump on the bed. I have plenty more of such ideas so if that's helpful I'll drop a few more the next days. Keep up the awesome work! Cheers!

Blacky

So most of this is just going to be restating some of my favorite ideas from others but these are the things I’d most like to see: -Basic voice acting (probably just some moaning/grunting and maybe “climax” from a few voice actors, I like XenoPsyche’s idea of a pitch slider to add more variety) -To go with that, a scripting system (as described by Biscuit) -Giving control to the player (as described by Fiasco), especially the ability for the player to trigger orgasms -Ability to attach a member to a part of the body, and other physics to allow for the use of strap-ons and stuff like that -I’ve seen a few people mention bulges, so if you do decide to implement that I would also love to see throat bulge -Ability to trigger fluids outside of an orgasm such as “getting wet”, pre, drool, etc (as described by LiamS) -A player created saved animation base (as described by Biscuit) -A way to magnetize body parts together (as described by PseudoSamurai and others) -Sheath and cloaca penetration

YaBoi1800

So, I'm sure this one has already been addressed at some point, but how about the implementation of things like body jewelry and accessories that are dynamically connected to the characters? Stuff like rings, piercings, bows, collars, chastity devices, could they be scaled up to match proportions of the characters, would they move and have physics that flow with the characters' actions, etc.

MudWolf11

Sorry this is also an important one for me if we had the ability to pause a scene and export everything in that scene in that pose as an obj file for blender that would be incredible that would allow us to use your kick ass physics system as well as the pre rigged character with whatever furniture or assets we have and export it to blender put a base on it and 3d print it that would be really cool The only other fix I’d like to ask about is when you do export a character as an obj the scale is small so to scale it up I have to add subdivision modifiers is it possible to increase the scale of the exported models from the furry VNE side Sorry for the overload but keep up the good work guys you always deliver quality

Chad Saunders

I can and have already sculpted many on these assets to add but the lack of physics and inability to deform well means that just posing the characters often makes it look unnatural I can only imagine the problems increasing with animations Also as I’ve said before some simple preset idle animations Eg the character stepping side to side/ doing a slow twirl or jumping up and down so we can test our characters Oooo and wagging tails 😻

Chad Saunders

And as the probably impossible one but maby one day in the far future the ability to mimic facial movements like a Snapchat filter or a Memoji I’ve been DJing for years as Pandamonium and always had this wild dream of having my panda character behind me on screen mimicking my movements…. I know that’s way out there but it’s a dream for one day.

Chad Saunders

These are all amazing ideas I think pretty much everything I’ve thought of is here. I’d just restate the fluid physics including inflation and jiggliness of inflated belly The ability to add larger assets to use as props will be a huge help in posing the characters in say a couch or bath tub before exporting to blender to 3D print The option to add multiple breasts with physics and an inflation slider so we can add smaller breasts or just nipples for canine characters As mentioned already a cow udder with physics would be awesome Different species based genitals and anus for females Eg canine , equine, maby a cloaca and as someone els requested one for our cool new hyena lady also the ability to inflate these areas separately A way to set the jiggliness of different areas while animating

Chad Saunders

I second FlavorfulAcorn. YL1 system was perfect for the average user. Pick a pose then BAM!!! I can make what I want happen. Sure it is a bit rougher around the edges, but the barrier of entry is so low. YL1 is a program I still use over others because it is just so darn easy to use. It just works. The proof in that is when I log-in, I still find new scenes being made on YL1's cloud. 1. Using that old system, I would have every have it go -1 through +1 than 0 to +1, so an expression could be reverse of a thrust. Simple to implement in the UI. Heck the head driver already had it, but have it on all weight drivers. 2. More sub menus under those expressions. The list could get long with later released characters. Having them list under "Left Eye", "Right Eye", "Mouth", etc. would help cut the clutter. It is sort of already there under your current pose options. 3. An option to save poses on those frames of the old system that do a dirty interpolation. Keep it simple. I would rather have a system that has a bit of jank to it, but easy to use. 4. A little icon (key?) that shows during an active frame what expressions are saved. Maybe a quick check fitter that only shows those being used. 5. If like the old system style used, make it so a character can have that animation cycling without a linked partner. So many cloud files where creative with hidden partners just to allow that option to happen, but resulted in it work that had to be viewed it a certain angle to maintain the illusion. 6. A bit more fleshed out sound system that allows for importing. With the prior, I thought it would be easy to add moans from the characters following the same system as the juicy sound effects. Nothing to crazy, but being allowed to 3-5 short voice clips that I can randomize or set in a sequence could really help the scene. Ideally you get 4 VO's (2 male sounding, 2 female sounding each providing 5 grunts/sexy squeaks), and under that a pitch control to get the most for a little. 7. An ability to have selectable options. Thinking basic RenPy dialogue options to allow for a more interactive scene. Behind the scenes it is more you are on frame 1, with the options taking you to frame 10, 20, or 30. 8. You had in a prior prototype post, but speech/thought bubbles that can be activated. In YL1, people would have the dialog in the frame description, but that only allowed for 10ish characters. A speech bubble system would help with actual story, and scripting. 9. A bone at the nipple. The idea is to allow for it to be parented to dirty simulated them be pitched, or allowing one breast to be held, while the other is free to move. 10. A no ball futa/clit dick private option. I figure the whole point of the futa option is to be able to see both. The current hanging balls just cover it up. Added bonus, if it had a similar system with you shaft prototype, it could be used as a way to replicate clitoris arousal with it at really low values. In a perfect world where you guys have unlimited time, and resources you would have two modes. A beginner for quick and easy, and then a more animator intensive mode for all the bells, whistles, and fine tuning. Hands down your product is the best there is, and you all seem to be making it better with every post that you show. Best of luck, and happy to support.

XenoPsycke

My pie-in-the-sky editor would allow you to use VR controls to manipulate the scene and also record motion capture. Something akin to the program "Virt-a-Mate". Also the ability to have subtitles, branching story paths, voice and sound effects, etc. would make this a really powerful visual novel tool.

Mobius Scarf

I probably would prefer something like Artificial Academy 2/Koikatsu for the character customization. Easier sections to click(tabs) - And a possible clothing library, for people to share clothes. :-)

Zumz Yuki

Oh man don't get me started. My dream editor would basically be able to create either visual novel type stories with or without user interaction OR a sexy adventure game. Some thoughts: - Animations can be named and saved and used as a base for other animations by other authors (if creator chooses to allow). Other authors may need to tweak them for their characters (e.g. walking animation on a tall vs short character). - Cut/paste/insert keyframes. - Importable props from a curated library that can be used in animations or just animated by themselves, e.g. door opening, cushion deforming that can be played when a character sits down, etc. - Instead of different levels authors can import props like walls and furniture to create their own sets and upload them to a curated library. - Ability to change from one set to another at the start of an animation. - Chain animations, so you could have a character stand up and push back her chair then walk over to Mark and start an animation with Mark. - Ability to remove/change clothing during an animation or at the start of one (e.g. play "Mark removes partner shirt" animation then start the next animation with her shirt gone and now wearing a bra. It would be nice to animate clothing but that just sounds wicked complicated. - Built-in dialog bubbles that can be set with text and cleared so the characters can talk to each other without needing to get voice actors to record lines for the curated sound library. - A scripting system where animations can access created variables and make decisions on setting slider values or chaining to other animations or playing sounds etc. For example a nResponse variable that tracks progress toward orgasm and plays more excited vocalisations as it gets higher. It could also be used to increase speed or depth and/or when to jump to an orgasm start keyframe. - Ideally a canned "adventure game" type interface could be toggled on so a character could "Pick up Banana" and "Use Banana on Elaine" to activate a new animation. Someone could create a "pick up banana" animation that could be repurposed for various items etc. - Oops gotta go pets are climbing up my leg.

Biscuit

I really liked the interaction system in YL1 and I think it would be a good base. Especially the snapshot/stage system for progressing the animation. However here are the things I thought YL1 was really missing. 1. Dynamic penetration: I think you are already working on this with that fancy new engine of yours but I wanted to throw my support on it anyway. I would really like to see the ability for partners to be able to switch holes or partners altogether within the same animation. 2. Inflation control: I would enjoy the ability to adjust the inflation of a character at any point in the animation not just add some at a cum event. To allow for draining etc. 3. I didn't know I wanted Aliens Guy 42's fluid mechanic ideas until I read them here. Please add them! 4. Penis, ball, breast, and butt growth: I know this can be simulated to a degree with inflation and that fancy new erection system you showcased, but it would be nice to have its own menu separate from inflation. Penis growth especially. 5. Stomach bulges with penetration. 6. Bondage stuffs: I had a lot of fun with the bondage stuff in YL1. The ability to pin a node on objects and the various bondage toys provided should be moved to the new system and expanded. 7. The ability to have multiple menus open side by side: It was a bit of a hassle to have multiple partners in YL1 just because you had to switch between characters so often to get things synced up the way you wanted them. 8. I've saved the toughest for last. I think it would be really neat to be able to animate limbs as part of the snapshot system. I.E be able to parent and unparent nodes and create little animations by defining start, stop, intermediary positions for a node that the engine animates when moving to the next snapshot. The end goal here is to be able to say unparent a hand from the chest, move it to the butt and reparent it or even a complete position change over however many snapshots. I think this is going to be great! I can't wait to see where you guys take this project. Best of luck!

FlavorfulAcorn

First thing for me would be a clothing and object repository, it's been requested in the app, and I know I don't speak for everyone, but I just don't have the time I used to, to figure out how to make clothing and adapt it to my characters, I really want to give Sara a pair of blue jeans and a tank top, but I just can't seem to wrap my head around it lately. Along with the repository, a way to quickly morph different clothing and objects to your characters without constantly importing and exporting to blender. It's a great app that I've not even scratched the surface of, but again, time is just always against me these days. Next, it's been mentioned but it can't hurt to echo it, a way to magnetize parts to eachother, even on the same character, while still having that part have it's own movements, like a cycle. Pelvis to pelvis for scissoring, hand to schlong for handjobs, and masturbating, or even hand to the head or pelvis for cuddling or foreplay. For the interactions, I do feel this is a must but you're the developer, it's your call, an option to separate and change where penetration occurs. What I mean by that, is say during a threesome, my character can change between partners, or change positions, maybe to pause to receive a handjob or blowjob, then back to that partner, or another. Many of the other ideas here would be great as well, fluids on demand, orgasms on demand. I don't have anything for the interface really. At any rate, I love taking what time I can to explore with the creator, and I'm really excited for interations. Either way, I'm certain most of us, I know I will, be happy with wherever this goes.

BadOmen113

My focus would be more on social interaction, that you can create entire scenes, with text and/or audio (music) sound files, maybe insert your own backgrounds, which can also lead to cuddling, like a kind of graphic novel. My huge wish would be and I hope THAT will be possible, to give two of my beloved characters the opportunity to dance together to the sounds of "Hungry Eyes". :P

Deimos

For me, the ability to make certain nodes subjected to gravity and ragdoll physics. Great for dangling hands and legs when partners are held (in for example, full nelson sex). What I really loved about the current Yiffalicious 1 is the mate-hump function; it's one my favourite features as it gives variety of thrusting angles and humping. I do hope that this system is kept in YL2, but also somehow enhanced with the addition of nodes to give more subtle angle changes to thrusting and penetration. Insertables would be a great addition. If penis physics will work with holes, I am hopeful this could be applied to objects (e.g. dildos, buttplugs, anal beads, or heck, a cucumber or perhaps even eggs). These are just my two cents. I really am excited for the direction this project is taking, especially with interactivity. All the best odes! <3

JAF1320

As for the interaction, there also is a list of things. Objects and garments having the possibility of some physics. Example, dildos, strapons and other toys having some penis physics like hardness and insert options. This could also enable some hermaphrodite options if none is available in character creator. Also chains, ropes, tentacles or something else for more kinkier scenes, but i do not know if that is possible. Starting point and ending point, weight and material (is the line between points straight or does it have curves and how does it react to physics and interactions).

Static_snowflake

Oh and for character creation PLEASE give us some honest to god jiggle-boned udders as a placeable breast category for cow characters... complete with custom nipples. The 3d furry community has WAY too few udders

Aliens Guy 42

the option to have characters move without a partner attached, and the ability to make a model fully invisible would be nice.

Anon

Creators should have the option to give some degree of control to the player, such as choosing the next type of sex, intensity of action, timing of orgasm, and possibly branching story paths. Allow free camera during playback, of course, but also let creators set a number of default perspectives. I love to throw in side content, and this would help ensure that it isn't missed. As others have said, bulges/inflation would be fantastic. Let us layer multiple facial animation timelines. For example, for a given character during an encounter, her face will start with shock and gradually change to bliss; at the same time, doubt creeps in every few seconds; at the same time, her eyes widen and her mouth opens slightly with every thrust. Other than that, just give us as much control as you can without making it so obscure a beginner has no chance of understanding it. I trust you guys. You're amazing.

Fiasco

Okay, so there are couple things that could be good for the character creator if it is still possible. One would be more gender options like shaft, balls and vagina, shaft and vagina and lastly shaft and no balls. I know this is very late for this party, but it would be really good for customization. Second one is about character creators ui. Douple click tab to close all other taps. When all the tabs are open, the game gets very crowded, specially in window mode. Last one is question of, is different character templates added to the game while interactions are on the table?

Static_snowflake

Not sure if that feature is completely out of reach but the possibility to animate tongues for licking, etc would be nice. Also it would be great if you could trigger body fluids outside of the orgasm, like females getting wet spots around their privates (maybe even dripping), precum and saliva. The last idea I spontaneously had is the possibility to use tails for penetration, maybe even kinda snap them to the hand of a character to use it like a toy.

I'd love for Inflation to have an affect on the physical animations, limiting movement range due to weight and perhaps even the ability to balance atop a large belly with the appropriate tightness according to level of inflation. A bit of wishful thinking perhaps but toggles for switching between air or fluid inflation would be cool as well, where air does not increase the physical weight and inflates more spherically outwards. Besides that a feature to import skeletal animation from external files for more advances users would be an awesome addition. This would allow for perhaps the use of motion capture data.

Maybe there should be a customizable generic fluid emitter element that attaches to any point on the body and could handle cum, urine, pre, grool, drool, tears, and any other fluids we dream up.

Fiasco

The menu for Yiffalicious was pretty solid. An improvement would be maybe having some of the menu items being pop-out windows to allow ease of editing multiple things on one or two characters without having to close menus and open others. Even if you can only pop out one window it would be significant improvement. A way to adjust orgasm properties. Allow orgasm to happen at any level of erection including flacid. To allow the length of orgasm bursts and duration, thickness and strength for both males and females. The ability to attach a member to a part of the body. IE between the breasts, between the thighs, in the mouth, nipples, against the ass, et cetera, to allow kinds of grinding and humping and penetration options. Same goes for a female pairing to be able to attach crotch to crotch for scissoring. Maybe even make it so you can penetrate through different parts of the body to accommodate people who like making slime characters. The ability to have a character have more than one set of arms, more than one set of dicks, heads, breasts, et cetera. The ability to create belly bulges during intercourse. The capability to grab not just joints but sections of a body. IE bicep, calves, thighs, muzzle, different parts of the shaft (base, middle, tip) to animate handjobs. ADDENDUM: A HEIGHT RULER! this may be insignificant but considering this new engine has character creation that will be apart from interactions, having a height ruler may drastically help the creation of characters people want specific heights for! As others have mentioned, udders would be an interesting way to add interactions too

PseudoSamurai

One thing I think alot of people would like is bondage options. Like the ability to snap limbs to restraints, easily add gags with a click of a button. Maybe something like being able to set up a custom restraint system on a wall or bed or something, then tell vne what limbs go where. Then a menu where you can dictate how rigid it should be, how much the character should be able to struggle, ect.

One thing I would like implemented is customization for fluid and orgasm, including duration up to infinity, fluid color and volume, viscosity, force, just every property you can think of add customization to it, and same options for urine for those who are into it

Aliens Guy 42


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