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Hi all!

New build for you. Time markers and some bug fixes.

Usually I'd wait and buffer some more fixes, but since people really seem to want to get their hands on time markers we're releasing this immediately.

>>> 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

Anonymous

Yayyy! I assume that gives us the ability to re-assign keyframes that were accidentally dragged out of place, so we can edit them again. (The amount of times i couldn't re-edit an existing keyframe because it was at "0.49576124" instead of "0.5"..... i don't want to think about it haha 🫠)

Biscuit

Not sure if this is an issue or a suggestion. I use duplicate as initialized to copy the last frames to the default timeline of a new step. Then I add a new step to override those. Let's say I go the the one second mark and move the mouthpoint (1s keyframe). Now that keyframe seems to override the default mouthpoint from the beginning of the timeline. There is no keyframe created at the 0s mark. So. Is it supposed to inherit the 0s keyframe from the default timeline as the first frame and tween to the 1s keyframe (i.e. it's a bug if that doesn't work) OR is it supposed to work like that, in which case can we have a way to copy the 0s keyframe from the default timeline so it tweens to the 1s keyframe instead of jumping to the 1s keyframe at the start of the step? Or am I missing some hotkey that does that?

Dneo

Hey, love the progress so far, but I have a quick question. Will the penetration physics be improved upon down the line? Penetrated parts rip apart and break into polygons very easily unless the animation is slow. Would be cool to have an option to make them a bit more rigid.

yiffalicious

Definitely! Right now we're trying to sort out the most serious issues. Things that straight up don't work, cause crashes or corruption. Also, we're trying to improve workflow a bit. Once we feel happy about all that, we'll start moving into things that sort of work but need tweaking. We consider penetration physics to be part of that, as they do seem to work, just not creating the desired effect given certain configuration of parameters. All the best. - odes

Zayous Storm

I don't really know how hard this would be to add or maybe I just don't understand how to do it but is there any chance we can attach objects to the surface of the penis on characters so we could give them penis piercings and things like that?

yiffalicious

Currently shafts are not able to have sub parts in them, but it's something we want to address eventually.