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Hi all!

New build for you. This one fixes multiple issues (several of which were major), in addition to improving workflow in interactions. See the patch notes for full details.

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

>>> CLICK HERE TO DOWNLOAD <<< (for patrons)

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:

All the best.

- FurryVNE Team

Comments

Hans Petersen

Some random bugs, notes, wishes and suggestions I ran into. - Parenting things to fingers doesn't work very well. I tried to add rings but they are immediately starting to float when fingers are bend, despite proper parenting. - I got one character where breasts immediately get "pinched in" as if the breast inflation goes into the negative as soon as I add a Custom Offset file. It works fine with other characters and I can't figure out why that happens. A workaround is to simply increase the inflation, but it is annoying nontheless. It also doesn't work with derivations of that character. Is there a way to send files over in case you want to check things? - I can't figure out how to add custom bones to physic objects (I need a custom tail because cloth seemingly doesn't bind to added objects) by myself and wouldn't mind a short explanation as the tutorial isn't available yet. - I can't figure out what empties are currently supposed to be used for. They don't seem to have any special features and you can't parent things to it ... ? - Custom physics objects aiming would be nice. Maybe you could use empties for that or use the same logic you use for orifices, minus the actual orifices. Something like "virtual orifice" or something. - The bones in the viewport need a way to be scaled up. - Speaking of, maybe you can add some viewport interface for properties like the torso bend or head tilt. Many model authors for Blender add armature controls for these, I can imagine this being a godsend for this app, too. - I think the Torso could use a second bend point. Currently you got one directly above the pelvis, but natural torso bedinging also has you slightly bend below the chest. - The "inside" of the neck sometimes stick out if you do a regular female body + face and do a (not even extreme) custom tilt with the X/Y/Z sliders. - Could we possibly get an eye size slider? Not just the eyeballs but the entire area including the eyeballs. Of course I can create custom offsets, but it gets annoying to do that all the time and it also makes the eye controls bug out. - Am I blind or is there no "hide interface" feature? - Custom cameras and lights that can be animated would be neat. - A simple greenscreen background would be neat, too. - Eyes (on dragon heads, haven't tried others) still behave weirdly in interactions. Sometimes they don't work at all. I've never managed to get the eyes work on a female head at all, even in a vanilla model. I usually use the "lookat" empty feature. - Is there a way to keep physics objects like tails in place I am not aware of? They tend to clip a lot into everything and getting them out of the ground or walls is kind of annoying at times. I haven't found a way to make a character lie on a back without tail clipping through it. - I wouldn't mind a "no balls" gen option and maybe different orifice forms for variation. - Being able to control the "streaks" direction in the cum event instead of seemingly having it being purely random would be nice. I would also not mind being able to change the tint/alpha. - Soft bodies can easily go out of control, especially on fast interactions. Maybe some sort of "delayed reaction" and/or "intensity" settings could counter that a bit. It could also make things look a little more natural. - I would like to have "ragdoll" options for arms/legs being affected by physics. I think the first app had that. - The interaction coupling "squishing" sounds have a high pitched part in it that is very repetitive and annoying. I wouldn't mind removing it (as everything else is fine) or making a variant without it. - On the above note, how about a "custom sound" feature where you could add your own coupling sounds?

yiffalicious

Those are some interesting suggestions. Regarding that character with the problematic chest and custom offsets - would you care to share the character and related custom offset files?

Deimos

I don't know if it's already been mentioned, but I've also noticed a problem or two: - Digigrade characters can't stretch their leg, at least in interaction mode, it always stays slightly bent. - What "could" be even more serious, you should also think about possibly changing the save system for character interactions or making it a bit more universal, because every time you start a new interaction or just want to try something out quickly, a NEW file is created even for already used characters - especially for more complex characters like I like to have - which is on average between 90 and 200 Mb in size, which can quickly become a problem, you unconsciously fill up your hard disk quickly?!

Blacky

"Digigrade characters can't stretch their leg, at least in interaction mode, it always stays slightly bent." Yes, I absolutely know what you mean but since it's about the constricts and the way the legs are coded, this is intentional and won't be changed. "possibly changing the save system for character interactions or making it a bit more universal, because every time you start a new interaction or just want to try something out quickly, a NEW file is created even for already used characters - especially for more complex characters like I like to have - which is on average between 90 and 200 Mb in size, which can quickly become a problem, you unconsciously fill up your hard disk quickly?!" I also know what you mean, I am not entirely sure if -once implemented- the cloud will do that step entirely for you so that no local files will be created when using or watching cloud interactions but I'm not 100% sure about that. What I do know is, that the cloud will automatically do the character "fast_save" process for you

Deimos

Yes, maybe that's right, with a four-legged friend yes, but with a two-legged friend the gait and especially when running seems somehow unnatural and cramped. I was referring to the "hash file" that is created automatically. My interaction folder has already swollen to over 9.5 GB, although I only work with a few figures.