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We detected a bug in our SDF generation process (character collision system), causing some SDFs to end up incorrect (especially the pelvis).

(Examples of incorrect SDFs for pelvis area.)

SDFs are a major part of handling soft bodies, hand placement and collisions, so a faulty SDF will produce undesirable results.

This issue is now fixed for the next release.

(Fixed SDF for pelvis area.)

However, since SDFs are generated at export time, this means you will have to re-export your characters in order to fix this problem. Furthermore, you will have to replace previous characters with these newly exported ones in order to fix any previous interactions that you have made.

Please follow this guide how to replace characters in an interaction:

How to replace characters in an interaction

Theory

Each character file has a unique name based off its contents (a "hash"). The characters are stored in:

%appdata%/FurryVNE/Cloud/Interaction/Characters

An interaction references the hashes used, and will try to load the characters they represent. So in other words, in order to make an interaction load a different character, we can simply replace the files which the hashes represent! We just need to find their hashes.

Guide

1. Open your interaction.

2. Open the manifest (Debug > Manifest).

3. Copy the character hashes in the manifest.

4. In character builder, export your characters again, to make them fixed.

5. Rename the exported .yl2fc files to the hash name (from step 3) + the extension ".fvne_compiled_character".

(I.e., for an exported character "my_character.yl2fc", you'd rename it to "<hash from step 3>.fvne_compiled_character", e.g. "6243f29e28811c15b61dbe38269ab2f36b19b7827b89ca7f68dd22ebbf078f81.fvne_compiled_character".)

6. Copy this newly renamed file to %appdata%/FurryVNE/Cloud/Interaction/Characters, replacing the previous character.

Final words

We intend to make this process easier in the future so you can replace characters directly in FVNE through the UI.

All the best.

- odes

Files

Comments

Husky

I have a problem when creating an animation that I can't solve, namely, when two characters are in interaction mode assigned to "Coupling", the character assigned to "Orifice" has an infinitely large hitbox which "above" a certain level hides the penis of the other character, significantly limiting the positions and possibilities of the editor. I don't know, is there a solution to this problem that I haven't found yet or is it just (I hope) a temporary limitation resulting from the early phase of the project? ;p https://drive.google.com/drive/folders/1snhcHMOPRzhyAJl7WQ3fDhKZTSCiuHgK Despite everything, the potential that VNE has is so huge right now and I didn't expect animation editor to be as developed as it is. You can see a lot of work put into it and the frequency of recent updates to ensure the best possible experience is amazing Good job guys, keep it up! :D

Mobius Scarf

This is a known bug, so I've gone ahead and added your images to the thread in the fan discord for ya.

Lazarus

So what do you do if your manifests dont show up at all in your interaction? None of my saved characters either are showing up in character builder either when trying to load them

yiffalicious

Can you share the characters and interaction where this happens? Or share a recording? If you're trying to load an older interactions referencing older characters, note you will have to find out the characters' hashes in the previous build first. The previous build is linked here: https://www.patreon.com/posts/furryvne-build-98964956 ("You can find it here".)