Hi all!
We're proud to present yet another content build of FurryVNE. Everyone, give a standing ovation and a warm welcome to our favorite savanna queen - Khana!
As mentioned in previous post, she comes in two varieties - Khana 2.0 with the new color scheme and body shape, but also Khana Legacy which is a reinterpretation of the original Khana model.
This build also introduces a few new parts as well as general bug fixes and improvements.
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
You can find the download here:
>>> CLICK HERE TO DOWNLOAD <<< (<--- for patrons.)
We would like to point out that this is a pure content build. The work we showed off on physical IK is still a work in progress and will be released along with the new interaction systems later on.
We would also like to thank Khana for lending their OC. Working on her is always a pleasure.
Thanks to all of our patrons for supporting the project.
We hope you will enjoy this build!
All the best.
- FurryVNE Team
2021-10-30 16:41:21 +0000 UTC
View Post
Hi all!
As always, you can find the build at our download page:
>> CLICK HERE TO DOWNLOAD <<<
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:

Release notes
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
We hope you all have a nice day!
All the best.
- FurryVNE Team
2021-10-30 16:39:26 +0000 UTC
View Post
Hey all, Dogson here.
With the Gazelle head here I wish to show off the iterations off Khana from the old software here.
Notice that she will come in two versions - a 2.0 version and a "Legacy" version.
After talking to her player and recieved updated design of her we noticed that her design has changed quite a bit and with some consulting with Khana (the player holding the character originally commissioned in in Yiffaliscious) we've agreed that we would also do a design that is more near her original 2016 design.
- Dogson
2021-10-29 17:59:14 +0000 UTC
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Hi all!
We hope you're doing well!
This has been a very productive month for us. We've been hard at work integrating our new physics engine (that we demonstrated some time ago) into FurryVNE. As you may know, the idea is to try and completely replace previous animation systems with this new technology, in the hopes that it will leverage a ton of benefits and a much better experience in general. There were many questions marks regarding whether or not this physics engine could actually be adapted to accomplish what we need it to do, but after this months work, we are hopeful and very excited!
So read on to discover our thoughts behind all this - why we are going down this path, what a successful implementation would mean, as well as a detailed description of the implementation itself, how it differs from our previous implementation and why its potential is higher.
The old system
The animation in Yiffalicious and the posing tools in FurryVNE (so far) has been based on an IK system known as "FinalIK". It's essentially a tech for affecting a rig (a skeleton) through the help of control points. I.e., rather than manually editing the rotation of bones to configure a certain pose, a control point (like that of the hand) is placed somewhere in the scene, and the IK system automatically figures out how to rotate the bones in the skeleton in order for the hand to reach that point (without the skeleton deforming in a way that would look too unnatural).
There's no problem with the concept of IK in itself. Indeed, even our new system could be considered an IK system as well to some extent (although the way it functions is very different from the one currently employed). But... the problem with the system we were using is that it was applied independently and sequentially. (We will go into detail about this below.) Furthermore, since the system doesn't have any physics in it, we had to combine it with other systems to get the kind of functionality that we needed. In Yiffalicious, we were using a total of 4 different systems for the animation and physics (not counting our own implementation combining them), all running separately from eachother and in a sequential manner, not only affecting performance but also making the implementation complicated for us, as well as introducing limits as to what could be achieved using it (due to performance considerations).
The problem with the old systems
As stated in the previous paragraph, the previous IK system was solved sequentially. Each character was running it's own IK solver - control points were placed in certain locations, the system figured out how the skeleton is supposed to rotate its bones in order for them to reach those desired locations. That's all fine and dandy... if the animation only depends on itself. However, in an environment as complicated as the ones you can create with multiple characters intimately interacting with eachother, suddenly it's not enough. Why? Because, if any of the control points depend on the result of another IK solver, it means they wouldn't end up in the correct positions.
To better explain this, picture this scenario:
One character (A) is standing up, thrusting another character (B) from behind (who is bent over). The thrusting character (A) has one hand placed on (B's) elbow, while (B) is reaching back, placing a hand on (A's) back. (This is a nightmare scenario for the IK system to figure out.)
Ok, so now lets start trying to solve this, sequentially.
Starting with (A), we first reset the character's bones, making it stand in a T-Pose (as has to be done for the old IK system to work, every frame, since otherwise it becomes unstable). Then, we move on to solving the IK pose (the control points that result in the standing pose). (The hand's control point is on (B's) elbow). We solve this IK and get a pose. In order for the character to reach the elbow, the spine and arm is rotated in a specific way. All is fine (for now).
Now, we move on to (B). The character's skeleton is reset. Since the character is being thrusted, it is moved a little bit. Through the help of control points, we make the character bend over. Also, the hand control point is placed on (A's) back. We solve this and get a pose. Excellent. The pose matches what we want to fulfill the constraints [for this current (B) character].
However, now, with this new pose, the elbow of (B) doesn't quite match the position it had when (A) did its solving. It has moved slightly. So the hand of (A) doesn't land on the elbow anymore. The only way to fix this is to solve (A) again, so that it matches the new elbow pose of (B). Alright, so we do this and get a new pose for (A). The spine and arm is rotated to satisfy our constraints. Excellent.
But now the hand (B) doesn't quite land where it needs to be, since the back of (A) was slightly shifted when it solved to adapt to (B).
Do you see where this is going... ?
The only way to solve the problems of this system is to run it multiple times every frame, iterating through the characters, one by one, each time making them get a little bit closer to where they need to be after they've adapted to each others resulting poses, but doing so costs A LOT of performance. As a matter of fact, we didn't even have the frame budget to solve IKs more than ONE time per character, per frame! So things would not match up no matter what for certain configurations, making posing very limited.
Yiffalicious did a ton of clever things to mitigate this and try to place control points where it thought they'd end up, prior to solving the pose (in addition to solving the characters backwards rather than forwards, which came with its own set of benefits but also some challenges). But, in the end, such a system will always be limited. The ideal way to solve this would still be to do it in iterations. If we only could do it fast enough ...
The previous IK solution could not be multi threaded, making any glimpse of hope for adding extra iterations out of the question.
In addition to this, the physics were not part of the IK solver (as previously mentioned). They were applied independently, afterwards. So if any control points were parented to physical entities, and if those entities were moved by physics after the IK posing was already done, then they wouldn't match up anymore. Furthermore, the time step of each individual physics system wouldn't necessarily match up with the IK animation or eachother, meaning some frames animation was applied to these physical entities, and some not, giving it a jittery behavior. For example, the tits of Yiffalicious were affected by 3 different systems. The IK system (which would affect the spine and chest, and thus the breasts as they're connected to the chest), "PhysX" (being used for the main tit parts, being affected by the chest), and finally "Dynamic Bone" applied to the tips of the tits. If you looked closely, you could notice the tips sort of jittering, despite the movement of the tits and spine being smooth, since the individual simulation of those tips were being applied independently and out of sync with the other solvers.
One might ask, then, why we simply didn't just replace all this with just PhysX, for example. Using a physics engine for all of it, rather than trying to combine all of these different technologies.
We actually tried that. That was the first thing we did. But alas, it turned out that combining a lot characters' joints in this fashion would make the simulation very unstable and jittery. Even just simulating 1 character can cause a lot of problems, so adding more characters to it would make it even worse. This, in part, has to do with a limitation in PhysX, which makes the simulation incapable of handling long chains of joints, especially if the weight distribution isn't decreasing over the length of the chain (which it doesn't in the case of multiple characters being connected with each other). That's the reason why we moved over the FinalIK in the first place, since it made the animation much more stable and smoother. The idea of using solely one physics system is however something that always appealed to me, partly because it would make things simpler and more elegant, but also because physics based animation is more interesting (in my opinion).

(An overview of the previous implementation for handling animation in the case of 4 characters.)
Our new system is an attempt to solve all of these problems.
The new system
One system.
If there's anything I want you to take away from this text, it is this - "One system".
One system for everything.
Our new system uses physics calculations to solve the positions of all parts. What's special about it, though, is that it doesn't solve one character at a time. Instead, it considers all of them just as a collection of individual parts connected with joints (aka constraints). It solves all of these joints, continuously and iteratively. The concept of a "character" doesn't exist to the engine.
Since the system is based off physical calculations, it means we don't need extra systems to compute things that are supposed to jiggle. They can be part of the same system, being computed in the same fashion and in the same loops. Again - "One system".
At the heart of our physics engine is this:
- 1. Hyper optimized constraint loop, squeezing out as many iterations as possible.
- 2. Each frame builds on the last.
- 3. When solving joints, solve both connected entities at the same time.
- 4. Solve each group of entities in its own thread.
- 5. Always interpolate the results.
1. Our system isn't complicated or smart. All our system does, essentially, is run through all the constraints (the components that connect physical entities together and control their behavior) and try to satisfy them. In a way, our system is much, much, much simpler than the complex IK systems we've been using. But that's also what makes it possible for us to run these constraint solvers hundreds of times per frame. So when we get a pose from it, we don't get that pose because the system could "imagine" it and because it did tons of complex computations on it. Rather, we converge at that pose simply because that is what will satisfy the physical constraints.
2. Unlike the previous IK system which would become unstable unless it was reset every frame, ours doesn't need to be. Each frame builds on the last one. This makes the movement more natural and the convergence faster. The math doesn't need to be complicated because it isn't solving a whole character, just the individual constraints. This is a core difference.
3. Instead of solving one character and then the next one, we solve all of them in the same loop. Each constraint runs individually, and when it does, it affects both connected physical entities. Succeeding constraints operate on the newly updated data, trying to satisfy themselves as well. This means that (at least in theory) we never end up in a position where one character is out of sync with another one, as the joints that make them up are updated in the same loops, affecting both bodies, fulfilling all constraints.
4. Since our system runs independently of Unity, we can spawn multiple threads, each running its own simulation. This will come in handy when having multiple characters in a scene, because then groups of characters that don't have anything to do with eachother can each be run separately in parallel (rather than sequentially), meaning we save a lot of time and thus performance.
5. The simulation runs continuously and independently, always solving constraints and updating data. One might think, then, that by the time we're ready to render the scene, the physical data wouldn't be ready or sync with the rendering. That's true - it actually happens all the time. But that is no problem, though, as the current and previous physical data is stored in between each loop, and can be interpolated. So if rendering the scene anywhere in between two physics steps, we're simply interpolating between them, getting an ultra smooth result no matter what.

(An overview of our new implementation. Each group of characters is run in its own thread, meaning we can have multiple groups running in parallel without affecting performance. Physical entities such as tits are computed along with each iteration, meaning we don't need an extra step for that.)
So those are the things we're trying to achieve with this engine.
Results so far
This month we've been focusing on trying to implement our posing tools using our own physics engine rather than FinalIK (essentially trying to implement an IK system based on this new engine). We're happy so say we've made great progress in this endeavor.
Here we can see it in action:

(New rig setup, not yet fully implemented.)

(Controlling the right hand IK point to affect the character.)
https://gyazo.com/eae5319d258a180b0f3bdc4de15357c2
On first glance, things look similar. But beneath the surface, everything is different. One thing you may have noticed is that the body is acting in a more natural fashion. As the hand is moved forward and back, the spine is adjusting in a more believable way rather than instantly snapping to a certain pose.

(While the skeleton more or less instantly converges at the desired pose with the hand reaching its target, the back of the character still moves slowly and as if physics and muscles are driving its behavior.)
https://gyazo.com/b7407d738a0bb79d346d8bb28ab4cca0
You may also have noticed the hand point is in the middle of the palm of the hand rather than at the wrist joint. This is another benefit of our system - anchors can be placed anywhere [as far as the physics engine is concerned]. This will make it more natural for the user to place hands.

(The IK point of the hand is placed in the palm of it rather than at the wrist, making placement more natural and easier.)
https://gyazo.com/17723aa18daf1eb6b1e5e389975eed66
Another improvement we want to make in the future is hand snapping. Rather than manually moving hand to desired location, you would then be able to simply snap it to a point on a surface, and the palm of the hand would be placed there in the most natural way for the arm. This would speed up posing and make the whole posing process a lot easier and more fun.
Naturally, we have also implemented pole targets to control the rotation of the limbs:

https://gyazo.com/d02d7a1b9a40b8b6c69524872fdac83f
This was a bit more challenging to implement. It turned out we couldn't simply use the equivalent of spring joints to control this behavior (as we first thought would be enough and what we tried first). Rather, we had to implement code that directly affected the physical anchors in such a way that the limbs would be rotated in the desired direction. Getting that to work together with multi threading required some extra tinkering (as nodes are handled on main thread while the simulation runs in its own thread, and since character can change their location in relation to the pole target, the pole target's direction has to be continuously updated), but eventually we got it working.
As explained in the previous segment, tits can be simulated in our system without the need for extra steps. We spent a considerable amount of time translating our previous work regarding tits into our new engine, to not only match previous behaviour but also surpass it.
Here we can see how the tits behave, but also how it differs and how it has been improved:

https://gyazo.com/89edee58fa51a86ed42ddfac0eabf5b9

https://gyazo.com/7257839396cae1b692c7b26c7e6312de
Reaction to inflation:

https://gyazo.com/eafaad1a51515ee28854ab6c91686178
In the image above, you can see a major benefit from before. In our previous system, tit joints had to be reset in order to change them, but that also made the tits behave oddly when dragging the sliders. Here, we don't have that problem as we have full control of the simulation at all times and can make whatever changes we want and have it update properly.
Comparison with previous:

(NOTE!! Old implementation, for comparison. As you can see, changing the tits inflation would make them behave oddly.)
https://gyazo.com/ededd8d7e3536177e69508fc76bcec31
Of course, our system can handle flatchested breast physics, too:

https://gyazo.com/42af8981fef4288769f95b58b7a34db8
One thing that FurryVNE lacked in comparison to Yiffalicious was simulation of the tit tips. To make the tits more juicy and bouncy, Yiffalicious simulated the tits with 2 systems - PhysX for the major tit movements, and Dynamic bone for the tips of them. However, in FurryVNE, we only used PhysX. This was in part because we made the tits be able to squish, which required a more complicated PhysX setup, but extending that setup with simulation for the tips turned out to be difficult. We never got around to doing it properly, and it never sat well with me. Now, however, with our new systems, we've managed to implement that (using solely our own systems), while at the same time retaining (and improving on) the squish behavior:

(The tips of the tits are now simulated in FurryVNE, making the animation much juicier.)
https://gyazo.com/59a277b91926836491addc0139aef4cb
Comparison with previous:

(NOTE!! Old implementation, for comparison.)
https://gyazo.com/9a1ab0dc3f316e91ebd37469a650e27c
As previously mentioned, the engine itself supports having anchors anywhere [in relation to the connected entities]. So we tried experimenting with this dynamic to see what we could implement. Here, we added something we simply referred to as a "kissing point". This point is attached to the head (but with an offset), forcing it to reach this point. The skeleton correctly adapts for this constraint to be met:

(A test of an arbitrary "kissing point", attached to the head. The rig correctly adapts.)
https://gyazo.com/359bfb52d80b9bf115525d03a4239940

(Another angle.)
https://gyazo.com/52f6f200b6c926d70009d90ecfb227d6

(Even as moving the pelvis, the system manages to keep the converge at the kissing point.)
https://gyazo.com/e9c93b50bcddcc2797c738ff8213ea7f

(Same thing with the hands - the system adapts and is able to fulfill both constraints.)
https://gyazo.com/210721c95b483ee1848b6c17aa57fc08
What's amazing about all this is that this required almost zero effort or extra systems to achieve. Adding something like this to the previous IK system would have been a huge and very complicated task. Here, however, it's as simple as adding just another generic constraint (the same kind that drives everything else in the simulation).
This could be an interesting feature to add to the interaction systems in general, as I think this would it's a common thing wanting the characters mouths to reach certain points in the scene.
Additionally, making mouths, shafts and other specific points on the body meet up wouldn't really require anything special to add [as far as the physics engine is concerned]. It would simply be a matter of setting up the constraints. (Naturally, the idea is to abstract this and make it easy to set up any kind of interaction with ease.)
Future
More work remains on the this new physical IK rig before we'd feel happy with it. For example, we want to add ways to affect the spine in a more simple manner than before, and behavior for affecting the head and look direction is currently missing. We also want to add behaviors for tails, shafts and balls for them to also react in a physical way.
Once we have those things in place, we will move over to implementing scenes that support multiple characters.
Summary
We're moving away from the previous IK solution to a custom one based on our new physics engine. This will hopefully mean a ton of benefits to the animation and interaction systems, not only resulting in better, more fluid and more physically accurate animation, but also more performant while at the same time offering a greater variety in the types of interactions you'd be able to set up.
Initial results are looking promising, and as soon as we're done with this new IK rig as well as implementing physical behaviors for tails, shafts and balls, we're moving over to systems for adding multiple characters to a scene.
All the best.
- odes
2021-10-25 19:41:27 +0000 UTC
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Yes, another poll, this poll will not be made set in stone or will lock any further development in one direction but a more of a feel what you, the users feel like over the potential of either old heads will get updated with more defined, get better edgeloops where it makes sense and more or the older heads will be left how they are and we will move on to new heads that are based on older predecesors, like in a near future we can release, for example Big_Canine 2.0, Big_Feline 2.0 and so on.
I admit that as time goes by when I look at my old work, I usually go "oooh that could have been done better" or "Man, so many mistakes here, wish I could just adjust this, or this and this"
So I thought this poll with two answers would give me a better picture what you would feel up too. Commenting is also welcome here so don't shy away from that too.
- Dogson
2021-10-13 10:19:22 +0000 UTC
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Hey everyone, during this period I'm working with a Gazelle head for Khana (pictures coming soon) I'd like to put my finger up in the air and see where you guys would like to see us going for the next head.
As usuall the one with the most votes will see it's creation be completed in the next month ^^
- Dogson
2021-10-13 10:00:21 +0000 UTC
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Hi all!
Wanted to share this quick tip how to create super high rez tattoos for your characters.
All the best.
- odes
2021-09-30 21:26:23 +0000 UTC
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A 4 finger hand variant since it's been requested a lot in the past. Not yet implemented in to the program but thought it'd be fun to show a WIP inside of Blender.
- Dogson
2021-09-30 14:53:11 +0000 UTC
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Hey everyone. WIP for a second set of bovine digitigrade as this coming content release will contain parts for a Gazelle character for the cloud.
I will probably try to do small revisions here and there but I'm happy with the whole overall shape.
- Dogson
2021-09-29 06:26:33 +0000 UTC
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We've begun working on a custom physics engine to be used in FurryVNE. This engine will replace inverse kinematics and will work in conjunction with the new animation systems. So you could say our entire new tech lineup is dependent on this work.
Since the animation is based off physical calculations, we hope this system will create a more engaging experience than before.
Custom engine
Here you can see things we've tested in this engine so far:

https://gyazo.com/d0076af0b9d412b74721c829b9a293b6

https://gyazo.com/bef5c89303db9d4365c1bc2c81b04772
Here's a torture test - creating a very difficult scenario for any physics engine to handle. Most engines will fail with such extreme forces. Ours can handle this scenario just fine:

https://gyazo.com/82a792e39254692c50346dc30f91eb7b
Comparison with PhysX
PhysX is the default physics engine in Unity:

https://gyazo.com/06852c1463e8de79724de510a4870da7
(NOTE!! Not ours!!)
Motivation
The reason we're implementing our own engine is in part due to PhysX suffering from limitations that cause undesired behaviors such as this. Not only for this kind of scenario, but in general.
By implementing our own engine and having full understanding of every nook and cranny about it, we'll have a completely customized engine that we can adapt to any need we have. This will come in handy for the animation systems, in which we will need to implement custom constraints* to enable different kinds of interactions.
Creating our own physics engine is something I've been wanting to do for a long time, since PhysX has always suffered from limitations and been a general pita to work with. Hopefully, with our systems, we'll be able to move beyond and create something very engaging.
* A constraint in this context essentially means code governing the behavior of a physical entity.
- odes
2021-09-25 06:57:47 +0000 UTC
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Hi all!
We're proud to present a new content build of FurryVNE. This one introduces a new kobold character (and parts), as well as some bug fixes.
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
You can find the download here:
>>> CLICK HERE TO DOWNLOAD <<< (<--- for patrons.)
As you may know, we're in the process of implementing interaction systems. In the meantime, we will provide content builds such as this.
Thanks to all of our patrons for supporting the project.
We hope you will enjoy this release!
All the best.
- FurryVNE Team
2021-09-23 21:48:19 +0000 UTC
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Hi all!
As always, you can find the build at our download page:
>> CLICK HERE TO DOWNLOAD <<<
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:

Release notes
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
We hope you all have a nice day!
All the best.
- FurryVNE Team
2021-09-23 21:45:06 +0000 UTC
View Post
A shortstack kobold theif that will come with this content update we're going to release within these coming couple of days. She doesn't have a name yet, anyone got any idea for a good name for her? :3
Had real fun doing her, tried some new things and took a more serious approach in doing textures for the clothes this time around, also custom made eye texture this time around.
-Dogson
2021-09-21 17:20:40 +0000 UTC
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Hey, Dogson here with a quick little sneak peek on the content that is due for release this month. Stylized hands and feet and a Kobold head!
We will also release a kobold character on the cloud once the release has happened, stay tuned!
- Dogson.
2021-09-10 20:23:58 +0000 UTC
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Hi guys!
Been using this vacation to do something I've been wanting to do for a long time - an analysis of Beastars. Check it out at YouTube!
Want to do the whole series but also need to recognize the time it takes to do something like this (took longer than I thought it would).
I might do 1 more episode before going back to regular work. We'll see.
Currently, I'm waiting for a new workstation to be delivered. But once it is, I intend to start working on FurryVNE again.
All the best.
- odes
2021-08-28 06:53:35 +0000 UTC
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Hi all!
A patch build fixing some issues.
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
You can find the download here:
>>> CLICK HERE TO DOWNLOAD <<< (<--- for patrons.)
Thanks to all of our patrons for supporting the project.
We hope you will enjoy this release!
All the best.
- FurryVNE Team
2021-08-25 08:44:00 +0000 UTC
View Post
Hi all!
As always, you can find the build at our download page:
>> CLICK HERE TO DOWNLOAD <<<
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:

Release notes
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
We hope you all have a nice day!
All the best.
- FurryVNE Team
2021-08-25 08:42:46 +0000 UTC
View Post
Hi all!
The most recent builds mark a major milestone for us, as we're now prepared to start working on the new animation and interaction systems. Up until this point, I have more or less worked continuously for the past 7 years - never taking any prolonged time off during holidays (they were spent working on my projects). So I think it's about time that, if not taking some time off, at the very least do something different for a while, if only just for a week or two.
Dogson will continue to work as usual, but will take some time off later during the autumn. So we'll still have new content and updates for you.
The upcoming major release will implement the new interaction and animation systems, and will probably be the biggest update in terms of new tech and features. So this is going to take some time to produce.
In the meantime, we'll still work on new content and make new minor builds, but as far as new features are concerned, it's all being focused on these new systems. So I hope you'll have patience with us. We'll share progress updates about these systems as they're being made.
A more detailed list of things that we're doing for this major release:
Upgrade to Unity 2019
We're at Unity 2018 atm, and as this version will stop receiving updates, it's about time we move on to another LTS release. We also want to upgrade any 3rd party libs to their newest versions.
This will most likely cause a ton of things needing to be fixed, but in the end it will be worth it as we can enjoy everything that Unity 2019 has to offer as well as improvement and optimizations of the 3rd party libraries.
New physics & IK system
We have big ambitions for our new animation systems, and the current IK and physics simply aren't good enough for that. We want a versatile system that blends both physics and IK while maintaining great performance and having tailored compatibility for the kinds of interactions fans create with our apps. We have evaluated the systems that currently exist for Unity, and come to the conclusion none is up to par with what we want to do. Thus, we'll have to create our very own systems.
So this includes a custom physics engine as well as an IK system built on top of it. The added control we'll have from implementing our own physics engine means we'll have unprecedented control of all the stages in the animation pipeline, making it possible to create great animations with ease and realism.
Soft body dynamics
We already have a soft body system that we started working on some time ago. After we have implemented our new physics systems, we want to integrate this system with it. Also, a lot of polish and optimization will be required. But once all that is done, we'll have a truly dynamic soft body system running in real time for the characters in FurryVNE.
Penetration dynamics
We already have a battle-tested algorithm for doing orifice deformation - but now we want to improve on this. Not only make it more performant, but also make it deform more realistically. We have a ton of ideas how this could be done, but it remains to be seen how these ideas will pan out. So a lot of implementation and testing still remains here.
Interaction editor
It goes without saying, but in order to make use for any of these systems, we'll need an interaction editor where you can set them up. This will take some time to implement.
Our ambition is to make interactions easier and more fun to set up while at the same time offer greater opportunities for what types of interactions are possible to create.
Cloud changes
The cloud needs to be adapted to work with interactions.
Sound system
Audio is something we're taking very seriously. We will be working with a dedicated audio designer this time around, to not only create better sounds but also hook it into the animation pipeline in a way that is more seamless, versatile and customizable.
----
More things we'd like to do if we have the time:
Cloth dynamics
We have a system for binding cloth to body, which works OK for tightly fitting cloth. However, cloth that doesn't belong to a specific surface or bone will not work so great (loosly hanging cloth). We want to implement a system that simulates such clothing in real time, so we can have great looking dresses etc correctly deforming as characters move.
Character creator
The character creator is in a good state, but it can always be better. We have been cutting corners, and thus some features are straight out missing. Like being able to create multiple outfits and switching between them is a feature that is missing completely atm. Also, icons and general polish needs to be looked into as well.
----
These are the things I can think of on the top of my head, but I'm sure there's more. There's always more. The point is - it's going to take some time. We'll show progress during this whole implementation phase, and we'll continue to create new content builds. But as far as new features are concerned, they're all going to come in a huge clump of savory delight, aka next major.
We've got great things planned for the coming months with new content updates, so stay tuned for that!
All the best.
- odes
2021-08-16 23:09:01 +0000 UTC
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Hi all!
A patch build fixing some issues.
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
You can find the download here:
>>> CLICK HERE TO DOWNLOAD <<< (<--- for patrons.)
Thanks to all of our patrons for supporting the project.
We hope you will enjoy this release!
All the best.
- FurryVNE Team
2021-08-16 22:48:08 +0000 UTC
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Hi all!
As always, you can find the build at our download page:
>> CLICK HERE TO DOWNLOAD <<<
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:

Release notes
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
We hope you all have a nice day!
All the best.
- FurryVNE Team
2021-08-16 22:46:45 +0000 UTC
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Hi all!
A patch build fixing some issues.
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
You can find the download here:
>>> CLICK HERE TO DOWNLOAD <<< (<--- for patrons.)
Thanks to all of our patrons for supporting the project.
We hope you will enjoy this release!
All the best.
- FurryVNE Team
2021-08-09 20:42:32 +0000 UTC
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Hi all!
As always, you can find the build at our download page:
>> CLICK HERE TO DOWNLOAD <<<
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:

Release notes
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
We hope you all have a nice day!
All the best.
- FurryVNE Team
2021-08-09 20:40:02 +0000 UTC
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Hi all!
We're proud to announce our newest release. This one has been a long time in the making, greatly improving interface as well as introducing several new key technologies. As far as longevity of the app is concerned, this is probably the most important update yet, as it introduces a custom modding system for changing characters in external software and then bringing them in again.
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
You can find the download here:
>>> CLICK HERE TO DOWNLOAD <<< (<--- for patrons.)
Thanks to all of our patrons for being patient with us and supporting the project.
We hope you will enjoy this release!
All the best.
- FurryVNE Team
2021-07-31 05:14:43 +0000 UTC
View Post
Hi all!
As always, you can find the build at our download page:
>> CLICK HERE TO DOWNLOAD <<<
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:

Release notes
>>> CLICK HERE TO READ THE RELEASE NOTES <<<
We hope you all have a nice day!
All the best.
- FurryVNE Team
2021-07-31 05:11:57 +0000 UTC
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Update: After people asking if the dog gal will be included we think it would be fitting to turn her in to the Stylized heads template that will be included in the software.
We're at the last bugs and content corrections for the release. I decided to throw in a bonus for you all in form of a head I belive can fit good for stylized and cute characters. The head is somewhat based on works I've done on my spare time and I thought that it could just as well also be included in FurryVNE.
The dog girl is a quick demonstration of what is possible to do with it and I hope a lot of you will get something out of it ^^
- Dogson
2021-07-28 21:39:32 +0000 UTC
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Hi all!
Release is getting real close and we're happy to have this video to show with you this weekend.
In it we're demonstrating the new custom offsets system along with some other features.
Enjoy your weekend!
All the best.
- odes
P.S.
Uploaded the video to mega as well.
2021-07-24 17:12:21 +0000 UTC
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We have implemented heterochromatic eyes (different colored eyes) and will be part of the next release!
2021-07-19 16:10:55 +0000 UTC
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Blacky made an awesome clothing tutorial in our forum. Check it out here:
http://forum.yiffalicious.com/discussion/3152/cloth-tutorial-linas-jacket
2021-07-19 13:44:46 +0000 UTC
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Hello, Dogson here. I've been caught up so much with Custom Offsets and clothes that I've forgotten to show you the Mouse head template, sorry for that ^^;
https://gyazo.com/1fbfcd880d071c0e247c550f8e7041c5
- Dogson
2021-07-17 11:16:46 +0000 UTC
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Hi all!
Hope you're all enjoying the summer!
The next version of FurryVNE brings custom offsets and a new areola/nipple projection tech which we have already covered previously*. However, we're also reworking the interface to be more intuitive to use but also clearer in general.
In addition to reorganizing the way the hierarchy is structured and named, we've also added a new line drawing system for the outliner hierarchy to make navigation much easier to understand. You can see this in the screenshots attached.
Getting this to work has been quite challenging, mostly due to limitations in how Unity handles UI drawing. I'm thinking of making a technical in depth post about it and how we solved it. Maybe later, we'll see!
We think this will be a nice addition to the app and hope it will make the organization easier to understand and follow.
All the best.
- odes
2021-07-12 22:59:52 +0000 UTC
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